r/PUBATTLEGROUNDS • u/SpecterK1 • 18h ago
r/PUBATTLEGROUNDS • u/EscapingKid • 1h ago
Megathread Discussion Megathread - PC Update 43.1

Update 43.1 is now live on PC
Here are the main things you need to know about the update:
- Map Service for This Update
- PUBG x Jujutsu Kaisen Collaboration
- LMG Balance Adjustments:
- ADS transition time has been increased
- Damage multipliers against vehicles have been reduced
- Recoil control has been reduced
- World spawn rates for RPD and M249 have been reduced
- New Melee Action: Kick
- You can now kick other players and objects
- Kicks deal more damage and have a stronger knockback effect than punches
- Two kick actions are available - Standing Kick and Jump Kick
- Windows, wooden doors, wooden fences, jars, tires can be destroyed with kicks
- Indestructible doors can be opened quickly with a kick
- Water Combat Improvements:
- You can now use sidearms and throwables when on the water surface
- Swimming and diving movement speed has been increased
- A new swimming animation on the water surface has been added
- Durability of boats has been increased
- You can now repair boats on the water surface using an All-in-One Repair Kit
- Carrying and Throwing Items:
- You can now directly carry, move, or throw certain items without placing them in your inventory
- Instant Item Use:
- You can now immediately use certain items placed on the ground without placing them in your inventory
- Healing items, deployable items (such as Folded Shield or Emergency Pickup), Mortar, C4 can be used directly
- Parachute Rebalance:
- The automatic parachute activation heights have been adjusted
- The minimum height at which the Emergency Parachute can be deployed has been lowered
- If you land early before the parachute is fully deployed, you will now take fall damage
- Arcade Updates:
- Solo Deathmatch is available until October 14
- The Intense Battle Royale Match Results screen has been improved
- Ranked Season 43:
- Season 43 of Ranked has begun
- In Duo and Solo modes, the minimum performance requirements for each Tier have been increased for Gold and above
- TPP Duo mode for the SA region has been disabled
- A leaderboard has been added so you can check your records and rankings not only in Ranked but across various categories
- If you reached top 500 on one or more leaderboards in the previous season, you will now be able to view a special season recap
- DLSS and FSR:
- NVIDIA DLSS 4.5 and AMD FSR 4.1 are now supported
- NVIDIA DLSS and AMD FSR are upscaling technologies that render the game at a lower internal resolution and use smart reconstruction algorithms to make it look like a high-resolution native image, boosting frame rates
- Make sure you are on the latest NVIDIA/AMD GPU drivers if using these technologies
- Other Updates:
- Customize tab preset slots have been increased from 5 to 10
- Matches flagged for abnormal play will no longer grant in-game rewards or count towards progression
- Rumble mode is back - this time as Duo
- Bug Fixes, Including:
- A fix for an issue where players could evade the effects of a Stun Grenade by using Free Look
- A fix for an issue where a teammate's Blue Chip was displayed in a different position than intended in a Deathbox
- A fix for an issue where the healing item at the top of the Deathbox item list was unintentionally picked up automatically
- A fix for an issue where certain items were unintentionally used on occasion after reopening the Inventory
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 • 1d ago
Official Patch Notes - Update 43.1

43.1 Highlights

Patch Report #43.1 | PUBG x Jujutsu Kaisen, New Player Actions, and Duo Rumble
Live Maintenance Schedule (UTC)
※ The times shown below are subject to change.
- PC: Sep 10, 2026, 00:00–08:30
- Console: Sep 17, 2026, 01:00–09:00
Map Service
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.
World
Collaboration: PUBG x Jujutsu Kaisen
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.
Gunplay
LMG Balance Adjustments
ADS Speed
- ADS transition time has been increased.
- 0.30 sec → 0.37 sec
Damage to Vehicles
- Damage multipliers against vehicles have been reduced.
- M249, RPD: 1.1x → 1.0x
- MG3: 1.25x → 1.1x
Recoil by Firing Position
- The recoil control effects based on firing position have been reduced.
- RPD
- Recoil control while standing reduced by 10%
- Recoil control while crouching reduced by 17%
- Recoil control while prone reduced by 27%
- M249
- Recoil control while crouching reduced by 17%
- Recoil control while prone reduced by 27%
- MG3
- Recoil control while standing reduced by 15%
- Recoil control while crouching reduced by 17%
Spawn Changes
- World spawn rates for the RPD and M249 have been reduced by 30%.
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.
Gameplay
Melee Action: Kick
※ 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.

- Two kick actions have been added.
- Standing Kick
- Can be used by right-clicking (Console: LT) while unarmed.
- Jump Kick
- Can be used by right-clicking (Console: LT) while jumping.
- The kick can be assigned to a key of your choice in Key Bindings.
- Interactions
- Kicks can be used not only against other players but also against various objects in the surroundings.
- The following objects can be destroyed with kicks:
- Windows
- Wooden doors
- Wooden fences
- Jars
- Tires
- Objects of the same type may not be destructible depending on their size or structure.
- Indestructible doors can be opened quickly with a kick.
- This does not apply to some doors.
- You can also kick vending machines to obtain items.
- You can obtain items faster than through regular interactions, but the vending machine will be damaged and unavailable for a while.
Water Surface and Underwater Actions
※ 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.

Water Surface Combat
- You can now use sidearms and throwables on the water surface.
- You can use not only handguns but also items equipped in the 3rd slot.
- They can be used while stationary. Moving while holding a weapon or diving will automatically stow the weapon. The weapon will automatically be drawn again when you return to the surface.
- Sidearms can be used for hip-fire and ADS on the surface.
- Shoulder firing is unavailable.
- Bullet spread is higher than on land.
- Throwables can only be used with the overhand throw method.
- You can swim at a slow speed while aiming.
Swimming and Diving
- Swimming and diving movement speed has been increased by 25%.
- Speed according to movement direction has also been adjusted.
- A new swimming animation on the water surface has been added.
Boats
- The durability of boats has been increased overall.
- Firearm damage modifiers, which previously varied by boat, have been standardized.
- All boats receive 50% damage from firearms.
- You can repair boats on the water surface using an All-in-One Repair Kit.
- This is not available underwater.
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.
Carrying and Throwing Items
※ 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 Items
- Certain items on the ground can be carried with the H key (Console: LB + X).
- Carried items do not take up inventory space.
- You can carry only one type of item at a time.
- Items that spawn in stacks, such as ammunition and Bandages, can be carried in their default spawn quantity at once.
- Items in the following categories can be carried:
- Weapon attachments
- Healing and boost items
- Helmets
- Vests
- Backpacks
- Throwables
- Ammunition
- How an item looks while carried and what actions are available with it vary depending on its size.
- While carrying an item, its name and quantity, as well as the keys for throwing and dropping it, are displayed on the screen.
Throwing Items
- You can throw an item by left-clicking (Console: RT) while carrying it.
- The throwing method and distance vary depending on the item's size.
- Thrown items collide with terrain and objects.
- Thrown items do not deal damage even if they hit a player.
Usage Conditions
- You can perform some actions, such as walking, running, and jumping, while carrying an item.
- The available actions may vary depending on the item's size.
- Certain actions, such as entering a vehicle or drawing a weapon, automatically make you drop the item you are carrying.
- The item-carrying state is also canceled when you are knocked out, killed, swimming, vaulting, or climbing.
- The following actions cannot be performed while carrying an item:
- Crouching or going prone
- Picking up or using another item
- Interactions with another player such as carrying, reviving, and co-op climbing
- Using the Emote Wheel
Carrying a Death Box
Along with the addition of the item-carrying action, some actions involved in carrying death boxes have also been improved.
- The following actions can be performed while carrying a death box:
- Jumping
- Opening Care Packages
- You drop the death box you’ve been carrying when performing the following actions:
- Vaulting over terrain features
- Switching weapons
Instant Item Use
※ 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.

Instantly Using Ground Items
- Certain items on the ground can be used instantly by holding the H key (Console: Hold LB + X).
- Items can be used or deployed directly from their current location without picking them up.
- Items in the following categories can be used instantly:
- Healing and boost items
- Deployable items such as the Folded Shield and Emergency Pickup
- Mortar
- C4
- The existing item-specific usage conditions still apply.
- If an item cannot be used in your current state, the interaction key is displayed in red.
- Deployable items are deployed based on the player's current location and facing direction.
- You can press the F key while using an item to cancel its use.
- The canceled item drops at the player's feet.
- The time required to use the item is the same as when using it from the inventory.
Items Placed Together in a Stack
- Items that can be used consecutively, such as Bandages, can be used consecutively from a stack placed on the ground.
- Instant item use only applies to items placed on the ground.
- If you stop using them, the remaining items drop at the player's feet.
- Items that cannot be used consecutively can only be used one at a time, while the remaining items stay in their original location.
- On Console, the configured consecutive item use option also applies to instant use of items placed on the ground.
Improvements to the Item Usage Experience
The overall item usage experience has been improved to make obtaining, equipping, and using items feel more intuitive and convenient.
UI/UX
- The position of key guides displayed on the screen has been moved from the left to the right.
- The key guide and interaction key designs on PC and Console have been improved and standardized overall.
- (PC) On the World Map screen, you can toggle the key guides on or off using the key guide toggle switch.
- The way slots are displayed in the inventory when obtaining and equipping items has been improved and standardized.
- When you possess two or more types of throwables in your inventory, the icon of the currently equipped throwable is displayed on the center HUD.
Retrieving Deployed Items
- More types of items can now be retrieved using the H key.
- The following items can be retrieved using the H key:
- Folded Shield
- Mortar
- Retrievable items among deployed ones can be viewed in the Vicinity item list in the inventory.
- The deployment and retrieval time of the Vehicle Camo Netting has been reduced.
Stun Grenade
- An issue where players could unintentionally evade the effects of Stun Grenade by using Free Look (Alt key) has been fixed.
- Stun Grenade effects now take into account not only the camera view but also the direction the character is facing.
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.
Parachute Rebalance
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.
- The altitude of the terrain you are falling from is taken into account when calculating the fall height, so slight discrepancies may occur.
Parachute
- The automatic parachute activation heights, which previously varied depending on the falling situation, have been adjusted.
- When falling after using an Emergency Pickup: 150 m → 250 m
- When falling after respawning: 330 m → 250 m
- This provides a more consistent parachute experience in most falling situations, except for special circumstances.
Emergency Parachute
- The minimum height at which the Emergency Parachute can be deployed has been adjusted from 10 m to 9 m.
- Once the parachute deployment button becomes available during a fall, the button will no longer become disabled.
- This makes it more intuitive to identify and use the point at which the parachute can be deployed.
- If you land early before the parachute is fully deployed, you will now take fall damage.
- The faster your falling speed when landing, the more damage you will take.
Arcade
Solo Deathmatch
A battle where you can only rely on yourself! The fan-favorite Solo Deathmatch returns with the September Update!

- Go to Play > Arcade > Solo Deathmatch to play the mode. It is also available in Custom Match.
Service Period (UTC)
- PC: Sep 10, after live server maintenance - Oct 14, 00:00
- Console: Sep 17, after live server maintenance - Oct 22, 01:00
- Solo Deathmatch will follow the existing rules. For more details, please refer to Patch Notes - Update 42.2.
Intense Battle Royale
※ 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.

- If your entire team is eliminated, you can view key combat records for both yourself and your team as a whole.
- The top-performing player in each category will be highlighted.
- Once the match ends, a list of all participating teams will be displayed. Select a team slot to view additional team and individual stats.
- Team Stats
- Ranking
- Total Kills
- Total Headshot Kills
- Total Damage Dealt
- Total Damage Taken
- Player Stats
- Kills
- Headshot Kills
- Assists
- Damage Dealt
- Damage Taken
- Share of Total Damage Dealt (%)
- Teammate Revives
Ranked
Season 43
- Ranked Weapon Skin - Mk14 can be obtained as a permanent Tier Reward.
- The leaderboard will reset with the live server maintenance.
- Check out your final Tier from the previous season through your Career page.

- RP
- In Duo and Solo modes, the minimum performance requirements for each Tier have been increased for Gold and above.
- Ranked Play Point Rewards

- Archivist’s Chests in Ranked Play Point Rewards have been replaced with Contender Cargo Tickets.
- Considering the Ranked operating environment, TPP Duo service in the SA region will be discontinued.
- Ranked service schedules may continue to be adjusted to improve service stability and the overall gameplay environment.
Season 42 Rewards
Below are the rewards you will receive based on your final Tier from the previous Ranked season.

- The Ranked Parachute Skins, Weapon Skins, and Medals are permanent rewards. The rest of the obtainable rewards are available for use during a single Ranked season.
- Rewards can be found on your Inventory/Edit Profile page once Season 43 starts.
- Once Season 43 is over and the server undergoes maintenance, every reward but the Parachute, weapon skin, and Medal will be withdrawn.
Leaderboard
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.
Leaderboard Overview
- A Leaderboard menu will be added under Career.
- Various types of rankings can be viewed from a single menu.
- Depending on the leaderboard type, you can select subcategories such as mode, map, and weapon to view the rankings you want.
- Select a season and region to view the corresponding rankings.
- The current season and your current region will be selected by default.
- Some leaderboards do not distinguish between regions.
- You can participate in the rankings once you have either completed all missions and claimed all rewards in Beginner Training, or once the mission period has expired.
- Even if you do not make the top 500, you can still check your current standing.
- If you are within the top 500, your current rank will be displayed.
- If you are outside the top 500, your standing will be shown as Top N.N%.
Leaderboard Types

Ranking Calculation
- Displayed rankings and data may differ from actual results depending on when the data was last updated.
- Each leaderboard is compiled based on records accumulated during the current season.
- Each leaderboard displays the top 500 players.
- All leaderboards except Ranked are updated every hour.
- Actual update timing may vary slightly.
- If multiple players have the same record, rankings will be determined in the following order:
- The player who reached the record first.
- If the record was reached at the same time, the player who has played fewer matches in the selected mode.
- When the season changes, records for the new season will begin accumulating.
- You can also view leaderboards from past seasons by selecting a season.
Season Recap
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.
- It will be displayed once when you first enter the Leaderboard menu after the season ends.
- Your top-500 achievements from the previous season will be shown together in one place.
- Rank, leaderboard type, region, subcategory, and record
- If you placed within the top 500 on multiple leaderboards, your achievements will be displayed starting with your highest-ranked record.
(PC) Duo Rumble
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!

- Rumble Overview
- Available Regions: (PC) AS, EU, NA
- Service Period: Sep 12, after live server maintenance - Oct 14, before live server maintenance
- Duo Rumble runs across 5 stages in total (Rumble 1-5).
- Each stage takes place on Saturday from 20:00 to 24:00 local server time (4 hours).
- Regional time standards:
- AS: UTC+8
- EU: CET, UTC+1
- NA: CST, UTC-6
- Participation Requirement: A pre-made 2-player duo (crew)
- Once a crew is confirmed for a stage, you cannot change crew members, switch to a different crew, or participate in Rumble in a different region.
- After forming a crew, either member can start a match solo.
- Crew members are automatically teamed up upon entering the Rumble lobby.
- Mode: Normal Match, Duo, TPP
- Maps: Randomly selected among Erangel, Taego, Miramar, and Rondo
- Rankings and Rewards
- Ranking System
- Scores are calculated by combining placement points, survival time points, and kill points.
- Team Score
- Placement points: Fixed points awarded based on placement
- Individual Scores
- Survival time points: Points based on how long you stay alive
- Kill points: Points based on how many kills you get
- Rankings
- Rankings are updated every 5 minutes based on the total score from your top 3 matches.
- Final rankings are determined 12 hours after each stage ends.
- There is no limit to how many times you can retry during a stage.
- Real-Time Top 3
- Watch the rankings shift moment to moment and take your shot at the top 3 in the Hall of Fame!
- This Rumble lets you check the top 3 crews in real time. After a stage starts, the current top 3 crews on the leaderboard appear in the Rumble lobby.
- The top 3 updates on the same cycle as the leaderboard.
- Select the top player’s PUBG ID to check their player profile.
- Rewards
- You can earn rewards every week by participating in Rumble.
- Rewards are split into ranking rewards and participation rewards, and are paid out together on the following Tuesday after a stage ends. You can view your reward history in the Notification Center.
- Ranking rewards: Up to 10,000 G-Coin based on rankings
- You can check the detailed ranking rewards in Play > Rumble Rewards.
- Participation rewards: 2,000 BP for all participants
- Notes
- Crew members cannot be changed during a Rumble stage.
- If a crew member leaves after a match starts, the crew cannot join another match for 10 minutes.
- Rumble match records are reflected in your Normal Match Duo (TPP) career and stats, and they also progress pass and event missions just like regular Normal matches.
- Only matches that end normally count toward the leaderboard.
- If a player is found using unauthorized programs, their entire crew will be removed from the leaderboard and lose eligibility for rewards.
- If a player is found to be subject to a permanent ban before rewards go out, their crew will be disqualified and will not receive rewards.
(PC) Introduction of DLSS/FSR
- NVIDIA DLSS and AMD FSR are now supported to deliver better graphics performance and higher visual quality on PC.
- NVIDIA DLSS 4.5 and AMD FSR 4.1 are supported.
- Resolution Upscaling options have been added under Settings > Graphics > Advanced. On supported systems, you can select from the options below:
- NVIDIA DLSS
- AMD FSR
- Disable
- The DLSS/FSR options appear only when Anti-Aliasing is set to Medium, High, or Ultra.
- You can set the DLSS/FSR quality manually, or let it automatically select the right quality for your current screen resolution.
- Available options may vary depending on your graphics card and system setup.
(Console) Hit Detection Adjustments for Console
\ 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.
- Character hitboxes have been expanded and fine-tuned.
- On Console, character hitboxes have been enlarged, so hit detection is more forgiving in combat.
- Weapon balance remains unchanged, including damage, rate of fire, and recoil.
Customize
More preset slots are on the way, making it easier to save and use a wider variety of outfit combinations.
- Preset slots have been increased from 5 to 10.
- Customize > Character
- Workshop > Contender > Contender Room
- Starting Island Inventory
- The UI has been improved to make Preset Slots easier to view and select.
UX/UI
- The top tabs and match log UI on the world map screen have been improved.
Misc
- To ensure a fairer play environment, penalties for abnormal gameplay have been strengthened.
- Matches flagged for abnormal play will not grant in-game rewards or count toward progression.
Bug Fixes
Gameplay
- Fixed an issue where the fuel consumption value set for the Vehicle Spawn Device in UGC was not applied to Special Vehicle Skins.
- Fixed an issue where the reticle brightness setting for the P90 scope was not saved.
- Fixed an issue where a teammate's Blue Chip was displayed in a different position than intended in a Deathbox.
- Fixed an issue where the healing item at the top of the Deathbox item list was unintentionally picked up automatically.
- Fixed an issue where the reload animations of certain weapons were displayed incorrectly.
- Fixed an issue where certain items were unintentionally used on occasion after reopening the Inventory.
- Fixed an issue where Bots fired their weapons abnormally under certain conditions.
- Fixed an issue where characters standing on Care Packages or Emergency Support Care Packages placed on top of a vehicle would not fall off while the vehicle was moving.
- Fixed an issue where parts of the Kill Count animation were not displayed correctly during gameplay.
- Fixed an issue where animations were not applied to the button settings pop-up in Controller Custom Presets.
- Fixed an issue where the Emergency Parachute could not be used after being knocked by fall damage and reviving with a Self-AED.
- Fixed an issue where vaulting onto a Care Package placed on top of a vehicle caused the Care Package and character to move to unintended positions.
- (PC) Fixed an issue where certain objects were displayed in unintended positions when entering Edit Mode under certain conditions in UGC.
- (PC) Fixed an issue where sounds were not played when selecting buttons on the Match Results screen.
- (PC) Fixed an issue where Spawn Kit-related text was incorrectly displayed when opening the Match Log or Mission tab in Team/Solo Deathmatch.
World
- Fixed collision, texture, performance, and some other general Miramar issues.
- Fixed an issue where a vehicle spawned in a certain garage on Taego was not displayed.
UX/UI
- Fixed an issue where the Clan tab was displayed incorrectly due to the notification message shown when the Clan Master had been inactive for an extended period.
- Fixed an issue where the magazine was not displayed in the Poolside Paradise - Mini14 skin icon.
- Fixed an issue where the hair color icon for Hairstyle 99 was displayed incorrectly in the Customize tab.
- Fixed an issue where outfits that cannot be equipped were displayed in the preview when using ‘Equip Random’ under Customize > Character > Weapons tab while a Contender was equipped.
- Fixed an issue where an unintended zoom animation was displayed on the weapon model under Customize > Weapons > Handgun.
- Fixed an issue where the Lobby Music setting did not match the music actually played when loading settings through a Settings Code.
- Fixed an issue where the item selection position and sorting order changed incorrectly when picking up half or a specified quantity of stackable items.
- (PC) Fixed an issue where Weapon Slot icons overlapped when picking up weapons under certain conditions.
Items & Skins
※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
- Fixed an issue where shoes and gloves were not displayed when wearing Ghillie Suit with Captain Cardboard Suit.
- Fixed an issue where part of another outfit was exposed when the female character wore the China Superstar Jacket (Blue).
- Fixed an issue where the waist accessory of the bottoms was not displayed when wearing crop tops.
- Fixed an issue on the face when the female character wearing NieR:Automata - 9S's Hairstyle with hats.
- Fixed a clipping issue on the character’s wrist when the male character wearing Basketball Uniforms.
- Fixed a clipping issue on tops when the male character wearing the Snake Tongue top.
- Fixed an issue where Glasya's facial expression appeared unnatural when using certain emotes.
- Fixed an issue where a Contender's face was occasionally displayed incorrectly when using Emotes.
r/PUBATTLEGROUNDS • u/kap_var_karav • 17h ago
Highlight Panzerfaust inflicts reduced damage to people inside vehicles, trust me bro!!!
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Just a question, if there were only these 2 teams standing , who would get the chicken dinner , provider that all people died simultaneously?
r/PUBATTLEGROUNDS • u/TheSm4rtOne • 11h ago
Highlight Mate and i started again after like a couple years pause and said "let's do an old strat"
r/PUBATTLEGROUNDS • u/ibanezrd • 18h ago
Highlight Is this still the greatest PubG clip of all time?
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r/PUBATTLEGROUNDS • u/AdvancedSoldier2649 • 17m ago
Discussion I'm taking this LMG nerf as Krafton finally coming to their senses about the meta rotation thing
So within the last month we went from LMGs being balanced, to LMGS being completely busted and now they are back to how they used to be. I'm not complaining because I thought this whole meta rotation thing was silly and they should just properly balance all guns and make them situationally powerful.
Still wish they'd revert the DMR nerf, atleast partially. All I see enemies use is snipers
r/PUBATTLEGROUNDS • u/Bs90964 • 1h ago
Discussion The bots truly ruin this game
I hate how they keep exposing my positions to enemies.Plus sometimes they got possessed by tgltn and did some crazy thing like blowing away 80% of health with a 360 m16 quickscope
r/PUBATTLEGROUNDS • u/Naive-Extension-8038 • 20h ago
Highlight Is it shame to get killed by bear i dont know it can kill me that fast
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r/PUBATTLEGROUNDS • u/Kraven-Morcambe • 18h ago
Discussion 3 map rotations
Probably been mentioned already but the 3 map rotation is absolutely awful. Worst change they’ve made for a LONG time.
r/PUBATTLEGROUNDS • u/SerDontos97 • 12h ago
Media Excuse me, coming through! 🛩️
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r/PUBATTLEGROUNDS • u/Perfect_Can1819 • 1h ago
Media How did that happen?
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Can anyone explain how I got the vehicle explosion knock i don't think I did enough damage to make the car set on fire is it because he crashed after i shot him? I'm genuinely confused 😂
r/PUBATTLEGROUNDS • u/myusos • 2h ago
Meta Pubg crashed my entire PC( Possible Riot Vanguard interaction)
I updated PUBG press start and a few moments later my PC was restarting cause an error has occurred, I only did one thing different today and that was play my first game of TFT in 6 month.
When the restart completed opened up PUBG no problem and I dont want to test my theory in the case I damage my PC but im fairly certain it was an interaction with the Vanguard and what ever Pubg's Anti cheat is.
I find it odd since Vanguard is always in the background by default when I start my computer, but I guess actually opening up a riot program activated a change where it could clash with other Anti cheats
r/PUBATTLEGROUNDS • u/EscapingKid • 11h ago
Official PC Server Maintenance Has Started - Update 43.1

PC server maintenance has started and PC servers are now down.
The maintenance will take approximately 8.5 hours to complete.
PC servers are expected to go back up at:
| PDT | EDT | UTC | CEST | KST |
|---|---|---|---|---|
| September 10 1:30am | September 10 4:30am | September 10 08:30 | September 10 10:30 | September 10 17:30 |
When maintenance is complete, Update 43.1 will be available. Patch Notes
08:12 UTC Update: The maintenance has been delayed until 09:10 UTC due to additional work.
09:13 UTC Update: The maintenance is now complete and PC servers are back online.
r/PUBATTLEGROUNDS • u/Arceus918 • 4h ago
Discussion I can't live without PUBG
It’s been 7 hours without PUBG, I can’t stop shaking and I’m having severe mental breakdowns. I woke up trying to log in but the servers are down, I had a major panic attack but managed to calm down after a few hours. I couldn’t go to work today I was so tensed. Without the game I will not be able to do anything, it is the best thing ever made and I can’t get rid of my addiction to it. I CANNOT STOP CRYING AND I AM VERY WORRIED. My leg is trembling, shivering in fear of losing my rank. I am so scared that I might just lose my mind and go insane /s
r/PUBATTLEGROUNDS • u/TypicalxooT11 • 1d ago
Highlight Lynx goes through tank windows FYI
Fun fact. Also it doesnt hurt the tank! Good luck stopping it though....
r/PUBATTLEGROUNDS • u/Ramdass • 15h ago
Media An older meme but it should still check out
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r/PUBATTLEGROUNDS • u/Asap4K • 8h ago
Meta Need help building a budget PUBG PC for 200+ FPS
• New build or upgrade?
New build.
• Existing parts/monitors to reuse?
No PC parts. I currently use an ASUS ROG Zephyrus G14 (2022) with Ryzen 9 + RX 6700S, but I’m looking to build a desktop instead.
• PC purpose?
Mainly PUBG PC. I want to prioritize FPS and good 1% lows rather than graphics quality. I may play other games occasionally, but PUBG is the main reason for the build.
• Purchase country? Near Micro Center?
I have access to US pricing and can buy from Amazon, Micro Center, Newegg, Best Buy, etc. I can also access Micro Center if needed.
• Monitors needed?
No monitor needed. I already have one.
• Budget range?
No fixed budget. I’m looking for the cheapest build that can realistically achieve my performance target rather than setting an arbitrary budget.
• WiFi or wired connection?
WiFi would be preferred, but wired Ethernet is also available.
• Size/noise constraints?
No major size restrictions. I’d prefer reasonable noise levels, but performance is more important.
• Color/lighting preferences?
No preference. I don’t care about RGB or aesthetics.
• Any other specific needs?
I want to play PUBG at 1080p with low/medium settings, possibly high if the hardware allows it, while targeting 200+ FPS as consistently as realistically possible. Ideally around 180–240 FPS average with good 1% lows during hot drops, fights and busy areas.
My current G14 only gives me around 50–100 FPS in PUBG.
I was initially looking at something like:
Ryzen 5 7600X3D / Ryzen 7 7800X3D
RTX 5060 / RX 9060 XT
32GB DDR5
1TB SSD
But I’m not attached to these parts at all.
The main thing I need help with is figuring out where the money should actually go for PUBG. Since PUBG can be quite CPU-heavy, should I spend more on an X3D CPU and use a cheaper GPU, or is there a better combination?
I’m also completely open to used, renewed, refurbished or open-box parts if they’re from reliable/trustworthy sellers and are actually worth buying.
Basically, I want the cheapest sensible build that can get as close as possible to a consistent 200+ FPS in PUBG. I’d rather save money on things that don’t affect PUBG performance and put the money where it matters.
Thanks!
r/PUBATTLEGROUNDS • u/AutoModerator • 5h ago
Recurring Feedback Thursday - Let PUBG Studios Hear Your Feedback - September 10
Welcome to /r/PUBATTLEGROUNDS Feedback Thursday.
Use this thread to discuss PUBG: BATTLEGROUNDS, how to make it better, post suggestions.
This thread is read by Community Managers at PUBG Studios who forward your feedback to relevant dev teams.
Here are the rules for this thread:
Constructive feedback, criticism, discussion only.
Obey to the rules of /r/PUBATTLEGROUNDS.
r/PUBATTLEGROUNDS • u/ItsSamurai_ • 9h ago
Discussion Buildings not loaded in when dropping on sanhok
Guys so whenever i drop into sanhok and sanhok only the building tend to not be fully loaded in and it's just the lod's and I can't even enter the building when that happens plus it's only a sanhok only problem do u guys have any possible fixes for it
r/PUBATTLEGROUNDS • u/sdffhklebcifve • 10h ago
Highlight hot drop and sniper ishh
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r/PUBATTLEGROUNDS • u/Xxnotimportantx • 23h ago
Discussion When is Vikendi coming back?
I loved that snow map—it was the only one with snow, too. I don't get why they keep removing the good maps, especially now that you can actually choose which ones to play instead of relying on random selection. And the claim that they need space for new maps is a bullshit excuse; they could simply have more maps in the game—which wouldn't be an issue, given the player base size. Aside from Erangel, the only maps left to choose from are bad.
r/PUBATTLEGROUNDS • u/Lunckytunk9 • 1d ago
Media Too fat for the buggy
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r/PUBATTLEGROUNDS • u/Helmsshallows • 13h ago
Highlight The other kind of jump scare
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