𝐀𝐜𝐜𝐮𝐫𝐚𝐜𝐲 𝐢𝐧 𝐂𝐥𝐨𝐬𝐞 𝐑𝐚𝐧𝐠𝐞🥵🔥𝐎𝐧 𝐢𝐏𝐡𝐨𝐧𝐞11

1 year ago
193

The gun mechanics in PUBG are surprisingly accurate as compared to most other games. They have really found a good way to balance realism and the balance of weapons in the game. You can take everything about the guns into account and find traces of realism there including reloading. And this is particularly prominent in FPP.

Places where the guns are truly realistic in PUBG are:

The guns have a realistic level of accuracy. In real life, accuracy is usually measured using a Minute of Angle (AKA minute of arc) or miliradians. Snipers have the smallest MOAs of all, followed by DMRs, and then ARs, making them reliable for ranges of 600+ metres, 400 to 600 metres, and 0 to 400 metres respectively. PUBG follows that trend of accuracy as you can see bullets trailing off from their target at longer ranges when you use a gun that is not suitable.
PUBG has good bullet drop physics. A few games have bullet drop such as Battlefield, Operation Flashpoint, Sniper, and others and so does PUBG. The further the bullet travels in the game, the lower it will keep dropping until it hits the ground. The bullet drop differs from gun to gun and changes with the muzzle velocity.
The rate of fire of every gun is quite realistic.
The recoil of the guns is also quite realistic. The guns don't just go up in a line, they also move dynamically from side to side and the amount of recoil increases the longer you spray, even with grips.
The guns also sound quite realistic.
The attachments to the guns have pretty realistic effects, including those which you get when you lay prone to fire using weapons with bipods such as the QBU, the Mk. 14, or the DP-28.
The spread and damage of shotguns is also quite realistic, which is a refreshing change from other games where shotguns are pretty much useless.
The attachments on the guns are also quite realistic as not all guns entertain all attachments.
You leave evidence behind every time you reload a gun or fire a round.
There may be more, but these are just what I can remember off the top of my head. Now moving on to the things which aren't all that realistic but are made to be so just to keep the game entertaining:

You don't need to account for the wind or the spin of the bullet for longer shots as you need to do while Sniping from really long distances and as in games like Sniper. However, since it is not a game restricted to solely sniping, windage and spin will only make matters worse for most people.
The bullets do not penetrate thinner objects like they should in real life. This is a feature which PUBG has been working on for some time now and might be seen in future updates. This feature already exists in games like CS:GO, Call of Duty, and especially battlefield where even hard cover breaks when it faces too many shots.
You cannot simply find attachments on the ground and attach them to your rifle in a matter of second. You will need a pair of screwdrivers at least. The easiest attachments to use are barrel attachments which can simply be screwed on to the guns but even they take around a minute to attach.
Even if you manage to attach your optics such as scopes and laser sights to your rifle, you can't simply start using them whenever you feel like it. They need to zeroed in first. Zeroing in is the process wherein you keep firing bullets to see where they land with respect to your scope or laser sight until they land exactly at the croashairs at a certain distance. For most rifles, this distance is at a 100 m. For shotguns, this distance is usually 50m.
You find boxes of bullets in the game. These boxes don't have magazines, but they have bullets. You need to pack the bullets into the magazines one by one before you can use them.
When you reload, you ditch the remaining bullets in the magazine in real life unless you choose to carry the magazine with you in which case, you'll only have the remaining amount of bullets if you ever choose to use the same magazine again. There is no such concept in the game.
Guns in real life are subject to jamming. This is not a concept which can be found in the game. I did find that a certain game named American Marksman used to have guns which jammed occassioanly and you had to manually clear the jam. Unreliable guns would make the game irritatingly difficult for all players.
The damage of the guns depend more on the ammunition which they use and not the guns themselves. For all guns using the same ammunition, you will have the same damage. The only difference would be between the accuracy, the rate of fire, and other aspects of the gun.
The ammo used by the guns are not versatile. Meaning that a few guns use their own special variants of the same ammo. For example, the VSS uses 9mm parabellum rounds which are heavier that the normal 9mm rounds, are subsonic unlike the normal rounds, and are armour piercing unlike the normal rounds. However, making so much variety of ammo available would just make the game much more difficult on the players.

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