(WIP) Map Grids, Scopes, & Zeroing – A pre-release guide.

Alrighty – So I'll start this preface off that this is completely and entirely a WIP. I will need to verify all of this once the weekend comes out but based on all of the videos I have seen and based on all of the various screenshots and other research I have been doing… I think I have a good understanding of how to best utilize the tools in the game to determine distance of a player without needing a rangefinder whatsoever. In fact, with what they give you, you actually won't even really have to zero in unless you really need it for whatever reason. So, without further delay, let's get at it.

Part 1: Understanding The Map

Primary Grid
As we know, the PUBG map is 8x8km. This 8x8km map is conveniently split up into 8×8 grids. These grids are labeled A-H across the horizontal axis and I-P along the vertical axis. That'd mean each grid has a 2 letter corresponding identifier. So, how does this help us? Well… it tells us that each primary grid is 1x1km, which is a very convenient starting point.

Secondary Grid
Now, as you zoom in (also as you look at your minimap) this primary grid gets split into a further 10×10 grid represented by the letter of either axis followed by a number starting with 0 and going through 9. So how is this part helpful? Well, it tells us that each sub-grid is 100×100 meters!

Part 2: Understanding Scope Markings

Acog 4x
So, we've seen posts about how 4x scopes are great and there is no doubt about that… but how can we use the markings in the scope to their fullest & give us the best chance of nailing that headshot from any distance? Well… you may not realize it but as is standard with modern-day scopes it actually has a built-in rangefinder! Notice how you have your triangle, followed by a number of hash marks going down a vertical line. Those aren't just for looks. Those markings indicate both how far away someone is as well as how much higher you need to aim based on their distance.

Real Life ACOG 4x
Now, let's take a look at what the markings actually mean in a real-life ACOG scope. Each hash mark represents the average human shoulder-span at a given distance. It's that simple! Now, as you may notice the first hash is actually at 4, or 400m. That means that for less than 400m, you'll have to do a slight bit of eyeballing… but there are still some good indicators you can use as outlined below:

  • 300m: Shoulders line up to the widest part of the arrow.
  • 200m: Head width matches with the 500m hash.
  • 100m: Head width matches the widest part of the arrow.

8X Scope
The 8x scope works very similarly to the 4x, though at this point in time I can't 100% say with certainty what each hash mark represents because there are no reference numbers on the hashes themselves. It can potentially be assumed that the middle of the crosshair is the 100m mark, and each successive tick is another 100m, with 800m being the final marking at the bottom. As with the ACOG you will be lining up the shoulder width of the person you are trying to shoot to determine their distance.

Using this knowledge for tactical goodness

Map Rangefinding
Well, as I discussed, each grid in the minimap is 80km wide in total. Using this we can easily create some landmarks to tell us roughly how far we need to be zeroed in if we come across an enemy at that location. Let's use the example of the small map grid above to see what we can do

So, in a hypothetical situation where you are set up in the red circled building and the play area is shrinking around you, you'll have a good idea of where people will be coming from. Using some simple trig based on the grid size you can set up landmarks around your position to easily determine where you'll need to aim as players start filtering in from the more populated areas. With that information you can either zero in when you notice someone approaching, or you can simply use the appropriate cross mark to use as your new aiming location.

Scope Rangefinding & Targeting
As discussed in the 2nd section this one is pretty straightforward. Line up the horizontal hash marks with the shoulder of the baddie. Based on which mark lines up you can determine their distance. Once that is complete you can do one of 2 things. Both should function similarly but they both have certain situations where they are superior:

  • Use the corresponding width line as your new aiming point. (Offensive)
  • Zero in your scope based on the width and use the actual center cross again. (Defensive)

'Real' Bullet Physics
I know many people said they feel that these guns don't have enough drop and/or lead but I think that is just because people are so used to games that either don't work with as much sheer distance as this one does, or they have been ruined by games that apply completely unrealistic drop to bullets. 100m is pretty damn far away and generally you won't find any drop at that distance (This is a full American Football field from goal line to goal line and a full EU Football pitch end to end). So, next time you are in game position yourself 100m away from a building and see how far away it is to give yourself a true sense of what I'm talking about. Someone who is 800m away is really far and is not something that you will be encountering too often. Even 400m is quite a long haul and honestly without an 8x scope there is a high likeliness you won't even be engaging someone that far away. BUT if you do end up in that situation, now you know how to handle it 🙂


I have too much time on my hands while I wait for the beta to open up so instead of being productive "IRL" I decided to have some fun with the game mechanics and try to explain something that I find very helpful when playing these more realistic shooters that use true-to-life gun mechanics & physics. I know it was long but hopefully those who read it manage to get some enlightenment & potentially some new strats for the upcoming beta weekend 🙂

TL;DR – Use the 80×80 meter grid of the minimap & zoomed in map combined with shoulder-width indicators on the scopes to determine player distance & aiming locations.

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