#š£āweapons-gadgets
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Turret buff idea:
Turret immediately locks on and starts shooting at a target, if said target is LOS ofc and was damaged by the turret owner.
Helps the turret become a lot more responsive, instead of waiting for it to stop looking around and shoot
When Medium weapon are stronger than Light
Is it ok to go without jump pad or zip line as a medium?
Why did the Cloaking device got buffed ?
Just saw a vid talking about it. Is the Cerberus supposed to set goo on fire? I've tested it so many times and it never did anything to goo.
Lol
They work well togwther but carrying pad by itself isnt as nessrsary as it used to be
I think whar your supposrd to do is use zipline out of combat and pad to get in and out of it
Using pad by itaelf when ur the only medium is kinda wack though
cuz it needed one, not this kind of buff but whatever
ok someone pls explain the cerberus for me, im a bit confused... so you cant set players ablaze but you cant set other things on fire, but its just a chance? or do i need at least to shots?
i'm pretty sure the second shot to them is what creates the blaze fire
cant confirm, for now it seems like a random chance but not for players only for not-players? man this thing confuses me, sometimes on the fist shot, sometimes one the second, rarely every three fired wont do anything... so either this is on purpose or the weapon is buggy
it depends on the amount of pellets you land, which also build up
ok thats what i was questioning myself if this thing works wiht build up, would say thats confirmed, but it doesnt affect players right?
or is it just on the practice range that the practice-players just wont catch on fire?
no the whole weapon should be using a heat system iām pretty sure
like if you land consistent two shots in close range youāll set them ablaze, whereas if you do 3 shots at a further distance no after burn will occur
hm... and it seems like that different things got a different build up threshhold to burn, on practice range some bigger trees need all 3 shots from pointblank, some smaller just take one shot at point blank
allegedly the gun also sets enemy goo on fire but doesnāt for āfriendlyā goo created by your teammates and yourself
i think the wood and trees is just more flammable. you can also ignite gas with just 3 shots
practice range dummies donāt get caught on fire, yes.
it seems like it wont take long and someone will take a deep dive into that weapon and hopefully make a youtube video about it š
oh ok, thats good to hear š
like if you use the flamethrower on the dummies it wonāt give them that after burn tick damage, too
ok now im less worried and gonna leave it in the loadout for now, time to test the shak š
hell didnt know that, that should written somewhere in the practice range, just assumed they would burn š
I've been getting conflicting info on the gun too.
Some say you can only burn enemy goo, that you need three shots for gas or that there is a delay, but I can only confirm that you can not burn your own goo at all.
hm thats weird... for consistency it would be better to be able to set your own goo on fire and imo for balancing too
gas is always three shots from what iāve seen
Oh I'd absolutely love that utility for the gun to make up for the damage compared to the model.
But if there is a heat system on it, it must take more shots than the goo has health
ss
only enemy goo is set on fire
U can stand still with it for more than 2 minutes lmao
yeah that's why i said the wrong buff
also easily counterd by thermal or decent game sense
yo guys, whats your opinion on the shak? The UI says 20 bullets but there are actually 40
and somone in another channel said its better because the shotgun also shoots 9 pellets but its still 1 "shot" - well yeah its one shotgun shell
and how can the shak shoot 2 bullets at the same time with one barrel
so many questions
Iāll never financially recover from this š„
Wait it only has one barrel
Umm then itās magic I guess
It loads 2 at once, probably
Should we have a thing that can slow down the time in an area? It is like slowing down everything. Players, objects, even cashouts.
the bullets come out next each other
oh hell no, I dont wanna watch me die even faster
The second barrel is the friends we made along the way
Iād be Neo without the avoiding thingy lol
The way is the finish line
No, the bullets will be slowed down too. I'm thinking of a grenade that cna slow down EVERYTHING for a little while like 3~5 seconds
what do people think about an smg for medium? would it be balanced enough to put in the game or would it just be overpowered?
oh hell no
If it's just a normal gun there's no way to balance it.
If it's a weird support tool like the Cerberus is now, maybe.
Tommy lol
haha that would be way to unbalanced
i was thinking like an xp50 but less range and damage per second, but i guess that wouldn't really be an smg
How, it is just the rate of fire, the spread is crazy
the fire rate would have to be slower than the light smgs, but then again it maybe wouldn't be an smg if that happened
That is what I'm saying. Mid can have a ragular SMG with a longer reload time and a wider spread
ah ok that makes sense
I'm in firing range with the new shotgun, and there's been nothing related to fire while using it. what does it do
This makes a lot of sense. I feel like maybe you should only be using the defibs with heal beam so that you can heal right away ⦠but then after all that, you might as well have just normal revived, like you said
The fire doesn't work on the firing range dummies
... why????? That's the FIRST THING people are gonna shoot with it to test it
Dagger's strike attack (Second attack) should recieve a higher damage even if it is not a back stab
Are the metro drifter boots supposed to be white? They look awful, like it's a bug!
If it didn't come with curency, i'd refund it just cause of those tbh
in retrospect i think these were pretty good balance cahnges for the beginnign of the season
does somebody have any advice on how to use new light gadget besides just a trap to throw a grenade in
yes they are
if you put them far enough away it can pull the cash out away
can it pull people off the cashout when stealing?
Yep
ooo nice
You use the cans in the arena and pull everything together to make a nuke. It is shown in the trailer. Sometimes trailers are really helpful
It is just the area it effects, you might pull the opponent and the cashout station at the same time, which won't stop that dude from cashing out
ok so i figured out you can pull it up, them when it drops down it has a chance of cancelling, especially if u make a hole in the under and pull it up
No
is the new shotgun getting a range buff? range could be equivalent as the model 0o0
Any tips for Dagger? Im ass with it
I heard that you could probably combo it with evasive dash, but I wouldnāt know
I also have a pretty stupid loadout that includes it, never tried using it.
I made a whole character just to use the dagger with haha
Lmao same
yeah
Bruh don't be like that
Watch videos online. They help. Nothing special, just by doing back stab. You need to practice in the training ground on your swinging, so you can get more back stabs.
What are the meta classes/guns this season?
Light m1a/m11/pistol, medium famas/fcar, heavy s12/any automatic I think
Light meta rn is dumb
I hate dagger light they are good enough
Dagger users are scary
Great thanks
Embark goes from barely buffing the 93r, then just says "fuckit" and makes it the Light Famas.
If they had the same range they would have the same niche
Embark has expressed that they want each gun to have its own role
They should buff the burn effect
Agreeed
Imagine if there was a weapon/gadget having a main purpose of making enemy contestants take more damage, like a "Bleed" weapon of sorts.
can someone give me a list with all of the funny goo/barricade tech that still works?
The only time light was ever meta was terminal attack 
anyone have a good idea were the heavys shak50 stands gainst the lmgs? like is better damge wise or anything
is it just me or does the dual blades deflect feel worse now? im staring right at someone and it only blocks 10 out of 30 bullets they shoot, and it only reflects 2 of those 10 bullets
Iām referring to cloak being way too strong
How are we feeling about lights this season?
i have a ||very incomplete|| goo gun manual if you like
sure
is it just me, or does anybody else feel like not burning your own goo is a detriment?
like, i use goo + fire to defend my cashout for longer periods of time
this would save a slot, where i dont need to use pyro
but it just cant ignite it
is it updated to new season 5 goo changes?
its old ish, not updated at all
but most should still work fine
Hear me out a magic/wizard theme season with spell books as new weapons or even specializations tbh for each class like give lights a freeze medium get some sort of healing maybe a healing ring stay in the zone and you get healed and for heavy maybe some kind of fireball that destroys walls or sum
im a heavy procrastinator
i should work on that again
It makes sense because realistically goo is decently tough, so a few sparks isnāt gunna light it unlike gas
imo gas should be 1-2 shots to ignite and goo 3
because not igniting it at all is pretty bleh
I agree that gas should be 2 shots
or make it so that you can shoot paralel to it, and at least one of them will be ignited
i do have a file with some ideas
let me look it up
its missing:
-air breaking
-turret blocking
-demat
-goo jump (pad)
-sky cover
-goo trip wire
-ufo blocking
probably more
isnt it like thermite sparks?
considering how hot they are, ignition should not be an issue imo
Ig so but just use demat instead tbh cuz itās one of the best specializations anyways
cant forget the sky crate ambush
Hate to be this person but what is the meta heavy gun rn? I've been playing sledge for quite a while now but j feal it's kinda time to move on
19 Views. Watch Playing Minecraft with the best Client #feather and millions of other Minecraft videos captured using Medal.
what
Pretty sure the Lewis is the undisputed best gun for heavy. The new gun is also looking promising and depending on your playstyle the SA and the Deagles seems to be a solid pick.
looks like the finals to me

hate to break it to you man but this aināt a minecraft server
medium weapon concept: m1911 double barrel
ā .45 ACP pistol that shoots 2 rounds at the same time
𩸠dmg: 23x2, 37x2 headshots | dmg falloff start: 20m, max falloff: 26m (-30% dmg)
š„ rpm limit: faster than r .357 but slower than deagles
šÆ aimed accuracy: good, hip-fire accuracy: okay but not very good
šŖ recoil: same as deagles
ā±ļø reload speed: 2.2s
mag size: 8
thoughts?
edit: changed the reload speed to be 0.3s faster than r .357
I think you should stop smoking meth 
honestly, i like it
fits the wackiness of finals well
I do love how the devs always manage to find weird and wonky weapons to add. At this point a plain old M16 or Glock would be way out of character
The new weapon idea's that will be whacky or down right fun should go to some new melee weapons heavy gets boxing gloves or a claymore
Medium gets a wrench or a hammer
And light gets num chucks or a crowbar
And new gadget for all classes a impact nade
great sword
parry mechanic
does an upward slash (opposite of sledge direction)
while holding parry teammates can use as a portable launch pad
to balance have a stamina meter for parry (block meter)
momentum based slashing (longer time swinging faster it attacks) (first 4-5 swings, the speed increases then stays at max speed for 15-25 more swings)
4 special attacks to destroy wall. Special attacks take 2 seconds from start up of parry pose.
while parrying blocks 25% of dmg
35 dmg for primary swing (maybe less dmg per swing)
250 dmg for secondary (charged upwards slash)
Already made a concept for it with other people on the discord here
Y'all think the new found lockbolt launcher tech is gonna get patched?
M60 is goated. Personally if you like sledge, try the spear
Been thoroughly playtesting the new Cerberus shotgun, and in my honest opinion it kind of sucks.
The incendiary rounds don't do their job half the time, it has the weakest weapon range in the game as far as I can tell, no damage worth raising a brow to, and no reason to ever be used over the Model. The best trait about it is it's reload, but with only 3 shots to work with it had Better be. š¤Ø
Example: I shot a light class yesterday three times within what I would say was 3-6 meters away in Bank It, aiming somewhere between the belly/chest area and still lost the 1v1 having only done 73 damage to him including the burn damage. Ridiculous.
I am still having fun with season 5 but it's just a little lackluster in my opinion, I would've much rather seen either an actual sniper rifle or adrenaline shot specialization increasing movement speed for a short time added to medium class had I known it'd be like this.
what do yall think is the best medium gun or loadout
I don't care what they do to it so long as it doesn't instantly catch goo on fire
Demat famas glitch mine goo grenade, jumppad
dang the scar must have fell off
and the model 18
Famas out DPS the fcar, has better range, and amazing hipfire.
i see, intreresting
is it better to use iron sights on it or nah
Nah bro keep the scope or you loose one of the pros. It has better recoil pattern than Fcar too
alright
also fuck every person that uses the anti gravity thing,
Cube or vortex?
vortex
I don't worry too much, I just winch the cashout away. But I main heavy
:C
You main medium?
what about a bullet that travels 1cm a second but does 500 damage am a cooking
Yeah medium is overtuned
Or at least light and heavy are weak
Buff m11
Yeah itās not really a solo play weapon itās more meant for teamfights / comp
Itās pretty strong in HHM if you pretend model isnāt in the game
My standard is Zipline for mobility, explosive mine as a defensive trap (usually setting them down in doorways and closing the door, or at the end of zip lines to guarantee people run into them) and lastly, Gas grenade to defend cash outs from being stolen/to block doorways or choke points when I'm being chased.
God I love this thing it's so dum
I honestly don't see a point in fire damage, Most people getting hit by my flamethrower survive burn with a couple ticks of hp left but even then it has decent dps.
cerbs dps seems lower than model and it's burn doesn't deal enough damage for it to be useful in any scenario other than some niece cases where a light dies after running away but a model would've just killed them outright
Why do u say that
I main the gun and I think itās great. Visual recoil be reduced helped it slot too I feel like
I love how cerb is either amazing or terrible
Maybe just a slight damage buff
Since when did this game become hard. In S1 and S2 I used to go like 27-2 all the time and now it's so laggy and the enemies are better š¢ š¢
Smaller playerbase + people tend to improve their gameplay over time
A lot less visual recoil. Shit even I am hitting shots across map
It's been hard
hi, I'm a new player and fairly new to shooters too. i play medium. which gun should i go for? I'm not usually a sniper type and i like something that fires fast.
I'm not really good at technical stuff with guns and stats so i was hoping i could get some help maybe :)
Fr we need og season back šš
No we dont 
Increase lockbolt duration by 3 seconds, tether to range by 1 meter, and make the tethers shorter šæšæšæ
yo i havn't play the new season yet, can someone give me a run down of how every new gatgid and weapon plays?
also improve visual recoil sound awesome
They should add dreadlock hairstyles into the game im suprised they still havent added any.
New medium shotty is essentially db but three barrels, not nearly as easy to use but still fast ttk, faster than model even if youāre close enough and place the shots well, Shak50 is kind of like the lmgās but with very controllable recoil and better hipfire use at close range, lock bolt is a very good weapon for tethering and tracking players trying to run away, especially light rats, and black hole grenade has yet to be figured out tbh
Though it can really throw off teams at an objective
Map is also very well optimized and pretty imo, actually I think the game runs much smoother now in general after reloading shaders
All everything fire-based needs is for the first instance of said damage being a guaranteed burn proc that lasts a set duration (unless put out by smoke/water). Once the burn ends, have a brief period where the target can't burn again (sub 1 sec.). then the next instance of fire damage repeats the process.
Not something they need to add, but imagine if the stun gun incapacitated a player and made them do randomly physics

You want player characters to have seizures you mean
I was thinking ragdoll physics
Idk, I like the Cerberus.
I'm weird, though.
I put my Guardian Turret and APS turret on cans/props and use them to block/deal damage as I approach.
If you center the turret on the enemy, they'll shoot it before hitting you a lot of the time. If you put it on a goo can and they shoot it, that often protects you as well.
If only cerberus burned goo, it hurts my smooth brain every time I hit a goo wall and nothing happens but person near it lights on fire. Also cerberus chunks pretty hard, might be pretty good in competitive!
Just takes a couple shots then it will ignite!
Are somewhere available detailed gun statistics, like time between bursts in famas or time of both types of reloads, that is with empty and not empty mag ? Website, game files, idk
Not mine. Credit to Zaffermann. https://docs.google.com/spreadsheets/d/1Ud7Rdl3AgMw9mmfDwW2LtDMnzZQ9IIhnqSE4ivsaMTs/htmlview#gid=2136619021
thanks a lot
does the scoped sight on the m26 matter give it a sniper glint
do some of you guys still run defib? or do you guys not use it anymore and what do you use instead
Why is it that when im shooting someone he isnt die but when someone shoots me I get instakilled(
True brother
he shoot better that why u die and you shoot not good thats why he no die
I bet you it was a skill issue, if anything, the spread helped you land damage, with a model you wouldn't have even dealt 50
Model is just better
Yo can someone tell me where to find the dimwit that wanted a fire shotgun
He's probably enjoying it rn
That's a different issue
Remember that cerb can 2 shot meds
funny thing is that the fire do barely anything, it just really annoying bc all the particle blocking your view
Playing as a light the fire does a lot and playing power shift against all mediums with it is just impossible
And why did they make defibrillator useless
Now I get rezed and have to just accept death since u have no way of defending urself anymore
It's not the defib that is useless, are the players using it that are useless and don't read the patch notes
Even if I don't like this nerf is not that hard to use it properly. Just take the damn statue on a safe place and then revive
I feel that there should be a gadget that has like a few bullets but when you shoot it,it revives your teammates
Playing after a long time, is 93R better than m11 right now?
In my opinion yes
nah uh
no range rez š
Yeah I suppose that would be too op
Sure
well, the med that rezzed you should not be a complete fucking idiot and expect someone to be rezzed in the middle of the fight and live
god i wish they would remove the stun gun already
defib just keeps getting nerfs, they need to consider a rework
its already balance now *balance enough
it dose not need a rework
It and heal beam would have been fine if they would just properly dealt with the model.
Nerf model to 108, revert defib sickness and heal beam's range + heals per second.
defib sickness you mean the cool down on rezed player?
they nerfed it to the the point it feels horrible to use but its still going to be used because its a fundamentally strong ability
That's what they called it.
getting rezzed before already sucked. hologram, spawn at half health, often missing ammo you were very weak
now you dont even get abilities
thats a soloQ issue, i don't think any kind of balance change would slove that
its a good trade for no more defib chainning
if only defib started on cooldown that one thing but you are a sitting duck missing health, ammo, abilities; the only option is run for your life
For a team leader medium player, whats the best gadgets that I should really take consideration? (Defib is a no brainer)
Does anyone know where I can give ideas to embark. I have a genuine gadget idea
Defib is possibly the worst case of planning for failure in a video game. Don't know its just me but I find items that are designed with the idea that you are planning for you or your teammates to die to really low thought low skill and adding very little depth to the game, with the defib sickness and half health now you can't just blindly defib your teammate in the middle of a fight and expect them to be able to reasonably survive, sometimes when i get defibed I feel like I'm often in a worse place than I was when I was dead and I think this is a good trade off for essentially instant life.
tl;dr. defib boring to play with, boring to play against, defib sickness adds some much needed risk.
just got buffed this patch, def worth trying
The problem with defib is that itās meant to be able to pick u straight back up into the action I need to be taken to a save place to be rezed then just donāt use the deciding since time wise itās about the same and defib just means I canāt use gadgets for like 5 seconds and have half health
Oh and this dash double barrel needs to be nerfed since itās all Iām playing against and I just canāt do nothin but get double tapped
Idk man it does plenty of damage
hey was wondering hows the melee on med?
dual blades and riot shield, is there a way to test em out smh?
I like the dual swords. The deflect back is nice but tbh i spend most of my time healing when I run dual swords.
I havent ran it with the turret. I can see it being a good compensation for your lack of distance. Tbh im a light sword main, but turrets are the hardest thing for me to deal with next to melee heavies haha
despite the missing strats and tech, i think this is the most comprehensive goo gun guide right now, good shit
im glad theres more than 1 goo gun main out there documenting this stuff
I start playiing the goo gun today, very fun, but I die a lot :/
Yo anyone knows a refreshing build right now which isnāt bad as well? I was grinding emerald one last season and it got kinda repetitive playing meta and the same weapons and now I really donāt know what to play
very cool
is there any good uses for the lockbolt gadget?
keeping enemies from running away or catching you?
i mean yeah
its cooldown is the same as rpg though
i thought it was gonna be op but its tether range is so long that it doesnt bother you too much if you dont run in a straight line
goo gun, sledge, rpg, barricade, motion sensor is what i run, its pretty fun and i got diamond with it a while ago so i'd say it's viable
can somone tell me a good mid class build with cus i cant decide what weapon to play there
i play the game simce realise but still its hard to decide
I have been finding sentry and Cerberus with pyronade to be a very fun combo
I typically run jump pad and difib with it
idk like Cerberus is fun but i dont like to play shoutguns that much the model 1887 is the only one i liked that much
same
defib should be specialization?
does the SA shotgun on heavy have a better spread if you ads?
so youre documenting this stuff too?
im working on making a goo gun yt video rn
i hope you wont mind if i just copy that over to my written manuel
yeah ofc
:)
if you remember, could you @ me once you post it?
if i remember yeah lol
it plays quite differently
i mostly just force enemies into choke and try to deny attacks
or i flank a ton
why are the most fun weapons so bad
spear is the most fun ive had in this game ever but like, its SPEAR
sooooo what else then?
Also thanks, as a 9-hour player you opened my eyes to when I should even defib
Some random ass time i would defib my randoms whenever i get the chance alive or dead
But.. spear 
I never get the chance to kill a heavy with it
its satisfying killing that mosquito dash m11 light after using winch
Truly
Charge and slam should be locked into a straight line. None of that serpentine stuff to get upwards of 340(130+80+50 the charge, ~70 damage from the slam) through a roughly 10 second cooldown ability.
this
maybe not straight, cuz you will have lots of issues of going off naps, but maybe lower the sens when using ur
I thought it already had lower sens
Charge N slam have hard counter and doesnāt see much use on higher rank why nerf
Since itās a Mexican theme season⦠can we get a throwing knife camo as a sandal
Charge and slam does not have a hard counter? The best counter is positioning but thatās never perfect especially in the finals.
Let them cancel it if theyād go off, itās better than the loop de loops that they currently can do, if you lower the sensitivity more it just gives a bigger advantage to the more competitive heavies.
And even side-stepping (which is already massively inconsistent) still lets the heavy 180° for an realistically unmissable aoe slam
Locked direction would be pretty good imo
(Maybe increase wall penetratiokna bit for destruction)
Still lets me defend myself with mgl
But cuts down on a lot of the cheese
I feel like locked direction would be a pretty big nerf/ change and would require some kind of compensation to not continue the meme of nerfing the fun things on heavy
I mean
Heavy is supposed to be the destruction class
If they had a stronger grip on that, it would probaly be a sufficient incentive to use them
Take thermal bore from light, give it to hevay
Change lights breach charge to have 1 charge but a somewhat shorter cooldown (so they cant do mass destruction)
And buff the odd heavy destruction util
Only problem would be lag spikes...
But might not end up much different than sledge
A meme option that is rarely a problem
Mostly just giving choices and incentive for usage
Heavy needs a destruction buff to the Grenade Launcher, and his GL to detonate on contact with a player. That would help make him a bit more destruction oriented.
Did someone say mass destruction..
I feel like over time class identity has become blurred
Im not sure about this myself, i feel like thats a good thing
Gives more loadout options and playstyle variability, dispite wanting the "wrong class"
But maybe its different
If we're just going to ignore identity and give any class whatever it begs the question of why even have/play a class based shooter to begin with?
Now he's asking the real questions. On that note, give heavy zipline/ a heal grenade
Gravity cube is a hard counter
And winch
Both heavy locked items. Lights and mediums are the ones that are most susceptible to charge and slam and can actually die to a single ability usage of it
So sure, they are counters, but not much use.
Charge and Slam really needs a change because it consistently feels awful to play against, it has just not gotten enough attention to actually be changed.
Jumppad, demat, for medium. Dash/grapple hook, stun gun for light. What's your point
Playstyle does not need to equal identity
There are multiple ways to reach a goal/playstyle
And those can be adjusted to fit any specific class
Eg. Defending
Light can still do this
Quickly get in, stun, get out
Stuff like that
To be fair. I think I would prefer class weapons to have inherit buffs. Like ALL heavy weapons can destroy environment. For medium, shooting allys heals then for half as much damage per bullet. For light, shooting enemies does a .1second glitch effect per hit
My point is that charge and slam requires perfect finesse to play light and medium while facing a heavy, because the heavy can press a singular button and kill them in about 1 second, much faster than those items can counter. Something needs to happen to make it more predictable or deal less damage per usage.
That was poorly worded, but do you understand or should I reword that?
I hear you I just disagree because of what I just told you
If you just get killed by a single heavy when he charges you 1 second on a daily basis I consider that a skill issue
And our fellow winch on heavy
Especially considering the fact that on high elo thereās so many winch 1216 heavy, which makes charge N slam almost unplayable if team with winch organize well
You didn't see my previous point, but anti gravity cube is a hard counter as weel
Ok I love the Shak-50 now. 27 kills in quick cash with it
Isn't antigrav cube almost easy af to break?
I donāt get the hate for the Cerberus
Faster ttk than model up close, burn damage to delay recovery time or finish off weak opponents, no need to chamber every shell, at the cost of range these are some very nice benefits are they not? It seems very balanced to me, though I do think mediums will need to build around it a little to force those close quarter engagements more often depending on the map
Only if nobody has anything else better to do@fickle radish
Dagger Rework Proposal
This rework introduces a refined melee combat system, balancing consistency, risk, and reward to make the dagger a high-skill, high-impact tool for stealth-oriented gameplay. The goal is to enhance depth while maintaining balance for both casual and competitive players.
Mechanics Overview
Left-Click (Quick Attack)
- Functions as it currently does in The Finals.
- Damage: Fixed at 50 per hit, with no bonus damage for attacking from behind.
- Delivers quick, reliable attacks, ideal for steady DPS.
Right-Click (Special Heavy Attack)
Introduces two distinct mechanics:
-
Heavy Stab (Instant Backstab):
- Triggered by tapping right-click for an immediate, precise strike.
- Damage Output:
- 80 damage if striking from behind.
- 50 damage if striking the front/sides or missing the backstab.
- Focuses on precision and stealth, rewarding players with good positioning.
-
Lunge Attack (Charged Backstab):
- Right-click and hold to charge a lunge attack.
- Charging Mechanics:
- Slows movement speed to walking pace during the charge.
- Upon release, includes a small forward dash to extend reach.
- Damage Output:
- 320 damage if striking from behind.
- 50 damage for missed backstabs or non-backstab hits.
- Designed for high-risk, high-reward plays that demand careful planning and timing.
Balance Considerations
-
Skill Ceiling:
- Encourages mastery through precise positioning, timing, and decision-making.
-
Risk vs. Reward:
- Left-Click: Low-risk, consistent damage for straightforward engagements.
- Right-Click: High-risk, high-reward mechanics that punish poorly timed or inaccurate heavy attacks.
-
Teamplay Impact:
- Rewards players who incorporate stealth and flanking tactics into their team strategy.
Why This Rework is Unique
This hybrid approach combines a dynamic melee system with strategic attack mechanics, delivering a balance of speed, precision, and calculated decision-making. The rework complements The Finals' fast-paced gameplay while offering a unique melee system thatās rewarding for players willing to invest in mastering the daggerās potential.
nah just allow dagger to be right click tapped
maybe with slightly less dmg 260-280ish
I already said I want and have a tap right-click in my proposal. do you read that?
yes i did
what i meant to say is to keep the dmg (or slightly lessen it) while still being able to click as opposed to having to hold it
I think like... I feel that Embark is trying to change daggers that need to be charged before stabbing. or just tab and stab
And I love both. I am an OG player who loves taping right-click. But I understand why they pick charge right-click to backstab. just one tapping right click and blow enemy maybe it's too op for Embark Dev.
And now I finally realize
Why not both?
thats what i meant in my first message but didn't write it correctly in the second
Yeah just make it hybrid. and make people have a different choice on using the dagger
But for my instant backstab, I think I want just only 80 dmg. from the first start. for an OG player, tapping right-click with 80 DMG is enough for me. maybe less lethal but trust in player talent.
It means you want when you during charge dagger. and you release the dagger before fully charging. you want a dagger that can hit an enemy although it not fully charged right? just lower DMG than 320 dmg. maybe 260-280
yes? cant really understand what your saying
sry, I mean you want a dagger that can attack people although it's not fully charged right?
yes
That's interesting.
I've noticed that the development team at Embark seems to have been experimenting with the dagger's mechanics throughout various patches. It feels like there's been some back-and-forth about whether the right-click (backstab) should work as an instant tap for immediate execution or require charging before use. Both approaches have their pros and cons, and I understand the teamās efforts to find the right balance.
The instant tap backstab is incredibly satisfyingāit gives that "stealth assassin" vibe and feels unique compared to other weapons. However, I understand why it might seem overpowered in its current form. On the other hand, requiring a charge for the backstab adds balance but takes away some of the distinct fun and identity of playing with the dagger. It feels similar to the sword, which also relies on a charge mechanic.
For me, the daggerās charm is its fast-paced, "tag-youāre-it" style of gameplay, where you're chasing enemies and quickly striking from behind. I enjoy both systems, which got me thinking: Why not combine the two?
Here's the idea: Keep both mechanics! Allow players to use an instant tap for a backstab, but limit its damage to 80. It wonāt be as lethal, but itās enough for skilled players to showcase their dagger mastery without feeling overpowered. For those who want the full 320 damage, theyād still need to charge the attack before landing the backstab. This way, we find a middle ground that caters to both the fun, fast-paced OG dagger gameplay and the need for balance in competitive play.
Itās a fair trade-offāless lethality for the instant tap, but still a chance to deliver high-damage charged strikes when precision and timing are right. What do you think? Would this hybrid approach work for everyone?
Takes like 5 bullets to shoot it, is not that hard. I'm not saying that is the most easy thing to do, but it has counters
i never had problems with c&s either as heavy, med, or light. Honestly if you're running light with anything other than cloak you got a major skill issue or he got the drop on you and for med you got stuff like demat, jumppad, riot shield and dual blades i think?
Is there a bug or nerf to bow from s4? It feels way off and noticeably longer to draw back
could we please start a petition for a sniper buff
A magic 8 ball skin for the vanish bomb would fix all of my problems
lets just each write a message in the feedback channel if everyone does this W
you cant block c&s with dual blades what are you on about
Also the problem with C&S is that it does damage even if the heavy is right next to you when he starts charging, you cant react to that, thats just an instant 130 dmg.
there's absolutely 0 time between activation and damage and thats dumb, it should do no/minimal damage in the first lets say 0.7 seconds
I thought that since dbs block hammer hits it would block c&s too
Tbh it already has that 0.7s activation delay where the heavy braces
It can block melee but IG that charge and slam is more of an AOE thing
(I havent played heavy in a while but last time I got C&Sed it was very much instant and I saw no patch notes about changes, maybe it looks like he braces but in reality he can already do damage)
how viable is revolver for ranked and WT
Either way as any other class being in close range to a heavy means death either way sooo
what if being defibed respawned you at the 'normal' spawn instead of the statue
you aren't at the fight so defib chaining is impossible, and you arent a threat to anyone so half health, low ammo, hologram, respawn sickness aren't needed to balance it out
you could even add some extra mechanic like the longer your respawn timer when you got defibed the further away you spawn
also rewards good movement and map awareness to get back to the fight as fast as possible
NEW SRB SHOOTY is l
Is the lockbolt bugged? I had multiple players run away, or jump down from a roof or platform without issues, the lines between the anchor point and player becoming very long. Or is the maximum range trapped players have just incredibly wide?
Honestly I must commend embark for doing such a fantastic job on the SHAK-50. The gun feels really good but isn't broken at all. I just really wish the scope attachment matched the color of the gun skin OR atleats give selectable colors for the attachments. It would make the gun PERFECT.
Day 1 of asking for a x2 headshot multiplier for bow
buff sniper first
Medium weapon concept: repeating crossbow
āSemi auto crossbow.
š©øDmg: 48, 96 headshots. | dmg falloff start: 20m, max falloff: 27m (-45% dmg)
š„Rpm limit: 120 (2 bolts/s)
šÆAimed accuracy: good, hip-fire accuracy: bad
š¹Bolt speed: 150m/s
⤵ļøBolt falls: faster than Bow's
Magazine capacity: 8 bolts
šļøSights available: acog and ironsights, maybe red dot too.
Thoughts?
If we were to ever have a medieval season, I'd definitely wish for a Crossbow on Medium or Heavy
I first thought it would go on heavy but then i realized it would be for longer than 15m fights and thats why i switched it to medium
Real
Although all id want changed is the damage falloff, its already difficult enough to land shots over 100m, unless they stand still which at that point it's their fault for eating a headshot
They would just run back in and defib again, and again, and again and again, and again
anything is viable if you are good. hell, people make riot shield viable
I agree ^
The sights make the revolver much more usable imo
Embark, fantastic work on the SHAK-50, but please donāt rush to produce new weapons. Too many weapons and balance goes to crap or there really isnāt any difference between the guns. Iād rather limited weapon choices but all of them are quality.
tbh i prefer irons, but i havenāt played s5 revolver, and i just like the look of the gun without the sight
Need it for midevil season next season
the weapon doesnt have damage falloff
give us either a huge buff in
damage
or
firerate
It has 25% falloff after 100m, starting at 80m. At least that's what the wiki says
That's fair. I also like the look without the sights, but I perform much better with the sights personally so I need them š
never experienced this and i have 1000 hours sniper only but maybe i just forgot bc ive never landed such a high range shot again after the hitscan change
Sniper has falloff starting from 80m
I mean, what sight line are you holding in this game that is longer than 80 meters???
What makes c4 so good? I always see people talk about how it's meta and everyone should use it but after nukes got deleted I don't see why you would use it over barricade or something else.
Remote steal interruption is the big one. You put it on the cashout, knock it over, and if anyone comes near it you blow it up. Doesn't matter how far away you are.
It also still does hefty damage(155 max) and is useful for general destruction.
can it do more then only interrupting steal?
Well obviously, but that's the reason it's still hard meta.
If you panic RPG your c4 it does 100 + 155 damage
So if I'm defending a cashout would it be better to place it above a doorway and try rpg it or should I dunk it under the cashout and play more defensively? Also how should I use it for attacking?
I probably wouldnāt use C4 to attack. Except to make holes in walls or floors.
C4 is great for stopping a steal because the moment you hear the steal start, you just blow it up and likely get a free kill.
Nukes are still nerfed into the ground right?
What's a new weapon they can add for the Light class?
Spud gun
Vector:
Suppressed
Larger magazine
Very high Rate of Fire
Low damage per bullet
Low recoil
Is spear good for comp?
Its meta šÆ
Play light class instead
You fucking donkey, my build is called light be gone,
Use shak + winch
š
xp-54 or m11 pls someone help me choose
M11 is for no skill meta slaves so xp-54
im on xbox :(
M11 hater
machine pistols with big can suppressors are cool and M11 was always more fun than the MP5 even when the MP5 was way better
so M11
XP is a M11 with lower RPM, less bullet and same dmg. So M11
M11 is not even meta though.
The mosquito weapon
It is
It's not.
Lh1, double barrel, m26 and now 93r are all better.
I honestly dont think the m26 all that, lh1 and 93r for sure tho
lh1 will be the dominant meta pick for light
M26 is the best gun in hml triple shotgun, outside of that it's just alright.
Medium AK and turret is the meta meta as fucking always
I think you misspelled 1887 heal beam.
turret isnt meta its just a mosquito
Yeah itās free site if u stack 3 turrets
I dont see the vision but ill take your word for it
Cloak matter is really fun if you learn the playstyle
Unless you move the cashout (which all three classes are capable of doing) and then the turret team just has no specializations at all.
I guess if ur stacking burst damage it would be good
Or use glitch grenades. Or goo. Or shoot the turrets from beyond their range.
Def falls flat on its own tho
I think it's the better range than double barrel and sustained fire with the big mag, you can just keep oppressing and peppering people while the medium provides chunkier single hits and the heavy deletes anyone who gets too close
Mosquito gun
Ok should winch go through mesh?
Winch shouldn't be in the game.
Why not
Unfathomably stupid pick ability.
Sa12 winch sa12
winch single handedly makes hammer feel viable after Heavy's nerfs over time so I'm obligated to be in favor of it
Shak50 is disgusting with winch
Cap itās just skill
if you removed winch as heavy currently is hammer would evaporate
And now that lockbolt exists and is intentionally able to move cash outs there is no longer a viable rework angle.
All melees are useless without winch, also lock bolt canāt move stuff the same way, just prevents movement
put the bolt on a chair or something
Me when I instantly kill someone off a full stun after they got within 12 meters of me a single time (high skill gameplay).
and be amazed
the stun gun rant incoming
Itās not a full stun itās half a second, also I only use it with melees itās nothing on stun gun, plus just run away after?? Or shoot me while your dragged?
Melee doesn't even matter here. It's the same shit with every heavy weapon.
shak50 and sa12 with winch
No? You can just fight back, it just closes the gap for both partys nobody can shoot first over the other
the winch stun will win you the fight first
i still think winch should be able to snag friendlies even if they're still alive so you can save people that way
Full stun = fully inactionable. You CAN'T shoot them while being dragged, or for a short time afterwards. You're also dragged not just into the heavy, but into his team as well. Unless all three of them are asleep at the wheel escape is practically impossible.
The trolling specialization
Life weaver flashbacks
look there's plenty of ways to grief in this game, I don't think one more is going to break it
Stun gun doesn't compare to winch at all.
Use movement, utility or donāt be out of position, ur comments are invalid moving on
Lol
you cant lol
Avg no skill light, stun gun is just better winch
Questionable
Dash only tool that can escape it but even then youāll usually die before the stun ends
Iām done arguing with yall winch js fine itās just balanced stun gun,
Medium, actually. And no not at all. Stun gun might* fuck you up if you're already out of position, sure. Winch forces you out of position.
The might here being if the light is with his team. If he's not and opens with stun gun, shoot him and win.
stun gun also doesnt remove your access to weapons for a period of time so if you react fast enough youll still beat the light
He sold his first shot opportunity to annoy you.
It does, they just stun gun, move out of your range while holding left click and win
Let me guess AK?
Lights when they must cover 35 meters to get out of my range after stunning me within 15 (I have the fcar)
Akm should have slightly less damage but 42 bullets
Theres no world where stun gun is better than winch
Cap, it removes all ability to fight back and is a free kill winch just helps setup dmg
The light ending up all over the floor because he opened the fight with stun
lights when they stun a medium (there is no further action, assault rifle vs light TTK beats any of your possible followups, die)
More damage, 36 bullets, but less range.
Not talking medium
I dont even like bringing stun gun, i dont think its a must pick
Nah, I think akm should be different from fcar
True, ars need to be different from each other
light has so many good gadgets that stun is good and does good things but it doesn't at all feel obligate anymore
Yeah
Thatās fair
Stun should be used to sabotage your teammates opponent
Fcar should also be reworked.
I prefer to bring frags over it
And less range does move it further away from fcar.
Fcar should focus on quick, high damage while akm is generally lower but can sustain dps for way longer
Whats the thoughts on the shak50
Imo stun gun is the stronger pick over winch for 1 reason, the ability to fight back, in my personal experience the second I get stun gunned the light backpedals and holds left click, destroying my hp bar, while I am left with no counter option, whereas winch claw I simply bring the fight closer thatās it, I isolate a 1v1 or I pull someone away from chasing my teammate with box, thatās it, it (in my experience) has never been a 100% kill tool. Thatās it
Itās good but once the hype dies down itāll be fine
winch shak50 beats stun any day ngl
Well yes ofc, that is using a ranged option
Those free headshots incinerate health bars
True, I canāt comment on that though as I do not use ars/lmgs
well thats why you think winch is worse than stun
Winch with the lmgs/ars is a night and day difference
Again from my personal experience it is, I use spear and slug as my main guns, stun gun completely removes a chance to fight back as spear
well spear is probably the worst weapon in the game now
Rip
Dual blades might be worse tho
Don't diss spear
True (thatās my main medium weapon)
Its just true im sorry
It might be the most ass garbage stupid thing but it's my favorite weapon
Same, but heās right
Imagine they buff spear š¤©
I just think it needs like .5 more range, then Iāll be happy
Spears biggest problem is it has to compete with sledgehammer
and ofc some way to counter backpedaling, cuz holding S and LMB counters everything I have, even if I use winch and lock
Okay ima go have a good day yall
I've been on a sledgehammer massacre with winch spear
Spear just doesn't do enough damage,it should 2 shots lights
Make fcar good
When are they adding throwing sledgehammers
today
Some silly skin concepts tonight, what do y'all think? (art by me)
Throwing Knives "Werm" - Cardistry theme (based on season 1's '52 pickup skin')
M11 "Arcade Ace" - retro theme (based on arcadey claw machines and season 2 theme)
Fuji Fracture bundle - Dual blades/dagger knives with a special spinning animation (like a karambit)
They...they literally buffed it.
Also, it can actually out-DPS sledgehammer if you combo properly.
Still worse imo i know it got buffed
Don't compare it to sledgehammer, it has a different role. It punishes closely grouped together enemies way better since the sledgehammer nerf.
Agree to disagree
They also made the spin 105 damage, which decreased ttk against Medium and Heavy.
I was top-fragging in mid Plat before the buff. I probably coulda gotten to diamond with it, but I didn't care about the weapon reward.
Okay agree to disagree
you can like it and have your own opinion its alr š
You can too, but you not liking a weapon doesn't make it bad.
i genuinely think its bad
Which weapon
spear
I've only tried it a few times so idc if what makes it good or bad
I really dont like the fact that the v9s has such a large mag, range, fare rate and dps, the same with the lh1. compared to revolver who has really bad range, one of the worst dmg per mag it seems unnfair. I understand the lights are easier to kill and therfore need weapons that compansate but this just feels unnfair somhow. I am also just salty rn
Revolver needs love
I love it with all my heart and body
Medium needs octane adrenaline for like a 5-7 sec movement boost so the melee weapons in the class are actually viable
me when teamplay exists:
Dagger is fun to play with cloak since the changes
Mesh shield feels great now
can we finally get cringe and slam nerfed?
I like them
Uwu
The linear scaling damage was terrible for the MGL32. It made the outer range of its splash damage basically worthless.
I'd propose lower the overall range of the splash damage, while making the damage delt always be the same. If you get a hitmarker, you know how much damage it did.
Currently, it does 83 damage. This makes it a 4 shot kill vs Medium. Making the damage 84 would make it a 3 shot kill.
Considering this suggestion makes the overall range less than before, and the generally high DPS that Medium has (specifically still only needing 3 1887 shots to kill), it might be worth trying.
dang!
This a good SR loadout?
Not too sure how I feel about thermal bore tbh but I guess you could use it to open up sight lines to cash outs
Iād run taser for how good it is but this is a respectable build
i wish they could see the thing you get from the sniper skin that shows your crosshair when you killed them
Good loadout
I like it.
Maybe swap out vanish? Haven't gotten good use out of it given that I have grapple already
Vanish is there for when your grapple is on cooldown
Or you get caught in the open, vanish, then use grapple hook to repostion
no
FAMAS and 93r are now both overtuned.
The problem is that the burst allows for all 3 shots to be headshots, and you only have to be on target at the moment you fire. You don't have to really compensate.
Famas maybe but 93r is in a good spot rn.
It's basically the FAMAS (but in some cases better) on Light.
Its famas if famas had no range and even better hipfire
No way light has better weapons than medium š¤Æ
And before s5 famas was a straight upgrade, so having 93r actually be better in some cases is good.
Famas is overtuned, but 93r is fine rn.
i think both are fine rn personally
Alright guys imma come up with 3 new gadgets for next seasons midevil themed season
Yeah, both are fine. 93r isn't even the best light weapon and all medium ARs are pretty much equal.
I also prefer it over burst. But difficult to balance probably. Pre nerfs it was easily without competition (compared to AK/FAMAS). And just smoothing the recoil wouldn't help much.
Please add the PKM or MG42 for the heavy class
It makes the other two rifles options completely obsolete. Partially because they both suck, but also because famas is too good up close for the rifle with the longest range.
Famas is kinda okay
Buff AKM mag size and buff FCAR damage to 23. Maybe slightly nerf time between bursts for famas
famas is above average
Yes but partially because the other rifles suck
The should be slightly brought up and the famas should be slightly brought down. None of them need huge changes
its excels at peaks
What
Feels weird seeing my own name
Just bought the alien pistol for light v95 i think? Anyone think its any good or should i just use the m11
Nah use the v95
Okay
v9s is very good, I prefer it over the m11 personally
ok get this, we get to place as many stickers on weapon models as we want and wherever we want
Use XP
What about the 93r
That shit is ass. Less range and you have to repeatedly click
Oh okay lol
Its very good rn actually
they major buffed it
Okay time for y'all to see what I was gonna post for the midevil season
Nobody asked
Medium
Weapon-crossbow 85 damage. Infinite ammo, slower fire rate
Light
Weapon- vials
Right click to mix them(changes element)
Left click to throw.
Heavy
Weapon-greatsword
Gadget-greatshield
Functions like a barricade that is a little thinner but stays in your hand. 5 second cooldown when switching off of it.
But you are gonna listen
Nah I tuned out after slower fire rate medium weapon. Trash L take
Seems like light got the only interesting/ dynamic weapon no offense
Crossbow would be better if it also healed
Sure I like that idea
Make it a repeater crossbow and it's not buttcheeks
It's just from tf2
Everything is from tf2
Medics crossbow damaged and healed
Then it'll already have a demographic that will like it
Jarate when?
I'm biased as fuck and want a repeater crossbow gadget for heavy ššš requires a reload and Regen
cerberus is a straight up db for medium lol'
the best movement weapon for mediums for sure
GUTS BUILDDDD
Lol so creative.
Feeling adventurous today, are we?
Very.
Actually your supposed to be able to but it work maybe 2% of the time
Jinko tested this, it 100% blocks it under the best of conditions, but in reality, just like the lights swords lunge it gets fucked up by the server desync
I can confirm I just blocked one charge and slam hit only to get pummled with the next 3
In this video we will try every single interaction that you can think of involving the Dual Bladesā deflect ability. Stick until the end to see how we used our new knowledge of the Dual Blades to push the game to its absolute limits!
Shoutout to Povich, @THiiXY, Marshy, Retrospect, Molo, Dev, Fish and JumanCreative who all helped me record some...
.
this video is outdated
Oh?
its 5months old
OK but that doesn't change how it interacts with other weapons, unless your saying the devs secretly nerfed or changed the dual blades? I've been using them since release and its always worked that way against charge and slam
I hate videos like this because they are very misleading when it comes to blocking melee, if you are too close they don't block shit
I find movement messes it up the most, like if the enemy is sliding or moving towards you, especially sledge heavies, it breaks the hitbox
Still the video and every other video only show when it works and 99% of the time it doesn't
Yeah I mean, its in a controlled test environment
And the sliding causes themto get too close and at that point they don't block
Worst case is the dash lights
They basically block if you are 3-6m from the enemy but if you are 0-2 m close to them it's not blocking shit
It honestly needs changed or fixed to block at any close range
You can give up blocking them, I've had my dual blades pointed at a corner a light dasher rounds it with his right click and hits me for full damage
And the most annoying thing I find with the dual blades is when they buffed them they didn't buff their damage
At the very least the last attack needs doubled to be on par with the first two parts of the combo or make every attack in the combo do 60x2
Idk what the counter is for the lights with swords, I mean my counter is to either goo them or let my teammates take care of it
Hell the riot shield has more consistent damage and doesn't punish you for finishing the combo (mind you riot doesn't have a combo but still)
I have just accepted the fact that the dual blades will never be visible since the devs seem to hate them, I would rather them remove the dual blades and replace them with something they will actually make usable
Dual blades really could have used an attack speed buff tbh
They need a damage buff
But then theyād just wipe riot shield off the floor if they could three tap a medium I think
Yes an attack speed buff would be nice but a damage buff is what they need they shouldn't punish you for finishing the combo
If they buff the last attack it won't effect the amount of hits needed to kill lights or medium
They already wipe the floor with the riot shield
Thatās up for debate TBH
@hallow leaf maybe
Its 2 hits and a qm for a medium, the shield can't block it effectively
It literally won't
Its one of the easiest weapons to face as a dual blades user tbh
And both riot and dual blades deserve a passive movement speed buff
Since medium will never get a stun or slowing gadget, those are reserved for light and heavy only apparently
Or make dual blades and riot attacks apply a slow
Or makes riot apply a slow or stun effect with a stun baton and make dual blades apply a bleed damage over time
Canāt make āem too obnoxious now, but a movement speed change would be nice
that would be canser af
movement speed is enough
( Please overlook my poor video editing and try to understand what I'm trying to convey.)
Dagger Rework Proposal
This rework introduces a refined melee combat system, balancing consistency, risk, and reward to make the dagger a high-skill, high-impact tool for stealth-oriented gameplay. The goal is to enhance depth while maintaining balance for both casual and competitive players.
Mechanics Overview
Left-Click (Quick Attack)
- Functions as it currently does in The Finals.
- Damage: Fixed at 50 per hit, with no bonus damage for attacking from behind.
- Delivers quick, reliable attacks, ideal for steady DPS.
Right-Click (Special Heavy Attack)
Introduces two distinct mechanics:
-
Heavy Stab (Instant Backstab):
- Triggered by tapping right-click for an immediate, precise strike.
- Damage Output:
- 80 damage if striking from behind.
- 50 damage if striking the front/sides or missing the backstab.
- Focuses on precision and stealth, rewarding players with good positioning.
-
Lunge Attack (Charged Backstab):
- Right-click and hold to charge a lunge attack.
- Charging Mechanics:
- Slows movement speed to walking pace during the charge.
- Upon release, includes a small forward dash to extend reach.
- Damage Output:
- 320 damage if striking from behind.
- 50 damage for missed backstabs or non-backstab hits.
- Designed for high-risk, high-reward plays that demand careful planning and timing.
Balance Considerations
-
Skill Ceiling:
- Encourages mastery through precise positioning, timing, and decision-making.
-
Risk vs. Reward:
- Left-Click: Low-risk, consistent damage for straightforward engagements.
- Right-Click: High-risk, high-reward mechanics that punish poorly timed or inaccurate heavy attacks.
-
Teamplay Impact:
- Rewards players who incorporate stealth and flanking tactics into their team strategy.
Why This Rework is Unique
This hybrid approach combines a dynamic melee system with strategic attack mechanics, delivering a balance of speed, precision, and calculated decision-making. The rework complements The Finals' fast-paced gameplay while offering a unique melee system thatās rewarding for players willing to invest in mastering the daggerās potential.
Should Glitch grenade be impact no mater what?
no really a fan since its already fine, but if we add a right click tap, why 80 damage? this wouldnt change any ttk without using melee. 100 damage would make more sense.
Yeah, maybe 100 dmg is good. But I feel like. if we add with 100 dmg. Maybe it's too op for some people? That's why I think just bring right-click tap back. With 80 dmg, maybe it's less lethal. But If you talent enough. You can make tapping 80 DMG to be come dangerous tool to other players
And, if you really want 320 dmg, need to hold right click first. And stand by for backstab.
Against light build: 2 tapping hit to get 160 DMG and kil
Against Medium build: 3 tapping Hit(240 DMG) + 1 quick melee to kill
Against Heavy build: 4 tapping hit(320 DMG) + 1 Quick melee to kill (It's make people think about you gonna 4 instant backstab and quick melee to kill or charging backstab to get 320 DMG and quick Melee to kill)
But, Overall no matter how dmg we will get from tap right click. I think add instant Backstab to be a third option for dagger player. It's gonna be a great choice for dagger player
This rework proposal introduces instant backstab as a third option for dagger users, adding much-needed versatility and diversity to how the weapon can be played across different builds. By giving players more strategic choices, it makes the dagger adaptable to various playstyles without leaning too heavily into one mechanic.
For Light builds, players now have three clear options:
Three quick left-click attacks for consistent, low-risk damage.
Two right-click taps (instant backstab) to secure quick bursts of damage.
One heavy charged attack for a big hit if they want to take a high-risk, high-reward approach.
For Medium builds, the options become even more strategic:
Choose between five quick hits to kill.
Use three hits + one quick melee for a smoother and faster takedown.
Or, opt for one fully charged right-click for a clean one-hit kill, depending on positioning. If the instant backstab tap has slightly higher damage, it could even enable three hits to kill for a faster outcome.
For Heavy builds, the flexibility continues:
Players can go for seven quick left-click attacks to finish a target.
Use four hits + one quick melee for a reliable takedown (or just four clean hits if the instant backstab damage is tuned higher).
Alternatively, combine one big charged hit + one quick melee for the fastest possible kill but with the highest risk.
Overall, this rework enhances versatility in gameplay. It allows dagger users to decide how to approach their targets based on the situationāwhether they want to play aggressively, take calculated risks, or aim for quick, precise strikes. Sometimes, players might not want to spam left-click to follow up damage, nor do they want to charge every heavy hit beforehand. Instead, they may simply want to land a strong backstab hit instantlyānot lethal, but enough for a hit-and-run tactic before disengaging. This keeps the dagger's identity intact as a unique, stealth-oriented weapon while ensuring it remains fun and rewarding to use.
As for the damage tuning for the instant backstab, thatās something that can still be adjusted. However, no matter the exact numbers, the required hits to down an enemy remain as follows:
Light: 2 hits
Medium: 3 hits (or 3 hits + a quick melee)
Heavy: 4 hits (or 4 hits + a quick melee)
i dont think its realistic to go for 2 backstabs to output 160 damage instead of 50damage with a failed charged and 2 additional left klick slices. especially in high elo this wouldnt work since you almost never have the chance to try 2 stabs in one commit without dying. also 3x 80 backstab damage for medium wont ever happen in high elo. this change is too minor. 100 would be interesting tho
Deal, I'm okay with 100 dmg. But Let Embark decide about it. Just have a third option for instant Backstab that's enough for me.
Make defib spawn cooldown only affect to defib please thank you
š«”
nah keep it where it is
ok guys i have the idea of my life
since embark doesnt want to buff the sniper. but it actually needs a buff bc its the worst light weapon rn,
here it comesā¦
MAKE THE TRACKINGDART DEAL 40 DAMAGE PER HIT
similar to double pump in fortnite, you will be able to finish the kill with the dart on light, heavy and medium.
but why 40 damage?
if we want to we could headshot a heavy, have 0 bullets left and instead of reloading we could finish with 3 darts, or we can hit a medium with our last bullet, hit 3 tracking darts and finish of with quick melee.
the tracking dart got buffed last season but still hasnt made it even close to be meta, since this buff would not only synergize with the sniper i think this would be THE PERFECT CHANGE to bring tracking dart in the meta
Hey I thought of a cool Tool that could be a Gadget or Special
Respawn Anchor
Gadget method: a light Gadget that when placed will instantly respawn you at its placement but you must be within it range when you die in order to come back
Special method: A Medium special that places a Respawn point that everyone will respawn at when they Self respawn letting your team be able to rejoin the battle right near the objective
wait so double tapping someone with track dart will be 80
too powerful and unhealthy for the game imo
light is already too annoying for some people and then give them the kamakazi gatgid is.... yeah
Could be a heavy gadget too since they are slow I just thought something like this could really change up the game
Thatās what I like to try and make are game changing tools
after using this kamakazi gatgid it really should cut your max health in half for the duration of it
even then i feel like its too powerful
Make LH1 do 49 damage again so I can finish people off with tracking dart
Do you mean spawn beacon?
Yeah but a one time thing and only would work in a radius like the gateway
Old revenant ult
my idea would be a revive turret that has a loud sound cue so everyone can notice and destroy it. to properly balance it you can adjust turret health and revive time
you can either throw the turret on a statue, or place the turret and throw a statue at it (which would enhance the cool throwing mechanic of the game)
So what do we do about triple turret triple revive turret triple aps teams
triple revive turret wouldnt be a problem since only one can be active at a time and would probably be relatively easy to destry
(2 active at once is also possible but will probably be a very rare occasion
What is stopping 3 mediums from all using it
So that's a doc rev from apex
And you could balance it by either having it be a big target that can be shot or being able to shoot the trophy
That's how doc revive was balanced (and lifelong was bad ish) for awhile
What is the best weapon for light (grapple,cloak,dash each)
Depends on what weapons u run imo, i stopped playing during s2 and just recently came back for s5, i personally like using evasive dash paired w the pistol or either of the 2 smgs, but i have seen alot of people both in ranked & quick play using cloak. Cloak & shotty combo has always been a thing but been seeing alot of cloak/dash sword users, idk whats meta rn but i've seen teams of lights all running swords and if they know what they're doing they can easily drop a team
I won't tell you whether grapple is worth it or not, it has its uses obviously, but i don't run it & i rarely see other lights running it unless they're freshies
Why does the dagger need to be a confrontational weapon?
It's already the most annoying thing in the world for non light players ( lights have a shred of attention and dagger is a non-factor )
Also
League of Legends ass balance
I always use dash for the utility in escape, crossing gaps, and tracking down injured opponents like a bloodhound
Because light is the most played role in QP and embarks favorite
God damn it why must I see tf2 spy in this game as well
Light is whack, mediums are the heart and soul of the finals! We get the revives! We get those tough steals! Not those goofy lights
1887 still need more nerf
Why call for nerfs when you can buff bad weapons to be on par with the good ones?
Because model is overpowered to the point where it's banned from some comp scenes, though buffing 93r seemed to be a very good change from embark
So then options to counter the Model need a buff, which would at least to me be the Bubble Shield.
People want to play a shooter, not rock paper scissors
Shooters are rock paper scissors
If youāre having trouble with a Model user, your Light should be running the LH1. The TTK of the LH1 is insane right now.
It's good now
I dont get it, the cerberus is the exact same thing just with less range, but you're able to 2 shot a guy and you call it underpowered because you gotta play close
cerberus needs more dmg imo. itās got half the ammo of the model, but does less damage
But 2 shots mediums
Without the need to time your shots or anything
In the same time as model to be fair until fire damage ticks down and i'm not sure about medigun but for all intents and purposes that's it
Medium weapon concept: Steyr AUG
ā The classic bullpup rifle but with an improved trigger
𩸠DMG: 23, 34 headshots | DMG falloff start: 38m, max falloff: 43m (-40% DMG)
š„ RPM: 550 (100 less than irl for balance)
šÆ aimed accuracy: very good but worse than FAMAS, hip-fire accuracy: okay, a little worse than AKM
mag size: 30
recoil: starts as hard but after 2-4 rounds it settles
sights available: ACOG, red dot, iron sights
thoughts? i think it would just be another assault rifle for medium, basically just a FCAR/AKM clone
this was sort of requested by @lone cobalt
More damage less rpm and could either be for heavy or medium
ill be back in a moment i got to eat sum
I want a full auto pike basically
Gotta love me some bullpup rifles
Do you think guys think the LH1 is overturned or in a good spot rn? I feel like most competitive lobbies run nothing but LH1 with the new cloak and due the decreased recoil it melts people insanely fast. I'm happy that light is finally in the meta rn but their current meta pick is really unfun to play against.
Also why the hell did they nuke the Pike? It's absolute garbage rn. Often times having a 0.5s higher ttk than the LH1 and not even a HS multiplier of 2x
Fr
I'm a cloak main whenever I play light even though light is my least played and after the buff it's actually ridiculous how OP the mechanic for it is now
Just make it so ADS makes it regular cloak effect and not the stand still one and increase the volume. Shouldn't be able to line up shots with no punishment with cloak
Or maybe whenever they ads the glitch sound effect is louder like whenever they're moving around
But even when they're standing still and ads onto u the glitch effect plays so at least they get a heads up or something
Speaking of LH1 would it be better or worse to use as a sniper light than the SR-84?
I'm pretty decent with the SR but I'm curious if I'd just have a better time sniping with the LH1
Well it's personal preference really. Even after the SR-84 got that change with the bullet distance projectile I just played around with it for a bit and got used to it already
It did throw me off during the first couple games but once u get used to it it's pretty much just warzone sniper but u don't have to lead your shots as far as in that
LH1 is usually going to be a better choice, it's considered S tier alongside the matter by high elo lights. the sniper is just way more limited especially if you're not using it aggressively and essentially point blank anyways
it's only a projectile above 50m and if you're sniping from that far you're probably not being very helpful
So i assume it's a good flex option for QC/WT rather than being limited to long range with the SR (unless you're a movement god that can hipfire it well)
looks at most of the finals and it's just rock paper scissors
SR-84 is basically a high-risk high-reward gun
yeah LH1 is super versatile bc it's very good at pretty much all ranges. it just has a very high skill ceiling and low skill floor so it's frustrating to learn, kind of like the SA12 for heavy
Also if I want to play a raw shooter I play cod I play this game for the gadgetry interacting with the gunplay and the gadgetry is rock paper scissors
With glitch nade resting on top of everything and winning
LH1 has always been good but now itās just better because of the cloak and more people are using light, trust me Iāve been a LH1 main and I bet Iām an ass to play against but now weāre just seeing more people use it
yeah the best part about this game is the strategy layer with all of the gadgets and movement system and destruction making positioning the most important thing
but nonetheless we still see so many lights playing like it's cod and making the game frustrating for everyone
Not fun!
every single game is rock paper scissors
do you expect there to be no counters to anything? I don't get the complaint
Yes but I think the devs have designed alot of one button answer's they can't design themselves out of
I like gassing people
For some reason people get two glitch grenades and people still don't recognize how great they are
glitch grenades are super slept on outside of high elo
guys hear me out they should make gingerbreadmen throwing knifes with the inspect you taking a bite out of one
It also can counter alot of skillful play with a click of a button
I feel like red dot + less visual recoil also plays a role, no? I'm definitely not a LH1 main but headshots seem much more consistent now. But yeah, it seems like cloak is the root of the problem by letting you start most duels at an advantage
im back.
I think a lot of people are just refusing to counter cloak now vs cloak being absurdly overpowered. I still rarely see people bringing thermal, prox sensors, or glitch traps
Gingerbread bundle?
but yeah red dot and visual recoil definitely helped with LH1 I refused to run it previously bc I'm a bad aimer
Definitely part of it. But can't really think about many other specs that force you into specific gadgets
mesh or heal beam kind of encourage you into bringing glitch nades
Tbf with heavy you kinda need to dedicate your slots to defense/ gap closers depending on what you're running there's no space for prox sensors
You also won't have proxy in a lot of fights. And especially with the plug meta it's kinda mandatory to win your fights before the cashout
i saw it in this but I dont think they thought about a gingerbread throwing knife
but yeah the cloak counters are kind of hard counters
I personally think we should have the ability to use reserve in ranked, it would add more strategy to the game
The rolling pins for the dual swords is actually pretty funny I wish they made a pastry chef outfit to go with it
mesh shield skin but its a goo shield generator
fr fr
Definitely for mesh. Healing beam never really forced you as much into glitch nades. Also why last season light wasn't as mandatory as before when mesh dominated
but gingerbread throwing knifes would sell it!
The problem with this games are your counters just make whatever you're doing completely irrelevant most of the time Instead of just giving one side a minor to noticeable advantage in the encounter. Counters in the finals are more like you just can't stop that person if you're both of equal skill or in some cases (glitch nade) turning what you're doing off complet
That's probably rolling pin dual blades
Given the cloak buff do you think glitch nades on medium would be a good change or no?
I'm on the fence about it when I think about it cause we already have glitch mine but idk
No
i think in the trailer it shower a frame of them using it as duals
How do glitch nades even help against cloak
I think glitch nades should remain light only. I don't expect the cloak change to last and a healthy meta should involve light
Glitch nades are balanced because light players think they have better options
How are you supposed to hit someone you can't see
I think light metas are dreadful personally
the problem isn't that they counter it completely it's the relative level of effort required to be countered.
this is why glitch trap is banned in high elo scrims, it's a low effort no skill counter to everything
but a counter that requires some level of skill or good judgment to pull off is good game design, and I think embark is mostly good at this aspect. the gadgets mostly feel consequential and impactful
Actually that made me realize they're probably so powerful on PS since you can shut down mesh heavies and mediums that set up 3 turrets on the platform
It feels too much right now but HML should be the gold standard
Gotta start using them there then
HML is finally the best team comp again thank fuck
Plug meta and overtuned cloak just make it feel unfun for me personally
Glitch nades are one of the best in game not just in PS
Okay wtf is "plug meta" I've been hearing it all over the reddit
guys look what i spotted
plug meta is the fact that you get a 30% bonus for depositing the cash box
Oh for WT/Ranked?
Getting a lot of cash for plugging the box into the cashout. Making defenses pretty useless and encouraging players to mostly run around the map to get plugs. Something light excels at
yeah it basically means that you should just be going for plugs, even leaving the cashout and letting it get stolen if you have a chance to get the 2nd vault plugged
Putting boxes in gives money so why not just put them in every time and get enough money to win
One button answers are common in the finals and the potency of said one button answers make me mad a counter on any game especially if you can't swap just feels like BS and even in siege before a couple of operations ago people could counter there counters with skill
This game has no "Bandit tricking" if you see you're counter chances are you're just losing to that person for the rest of the game
Also the fact that wipes are useless nowadays (only 10%). You get punished much less if you split and get wiped. All these things contribute to the plug meta imo
What are the best medium options for this season in terms of guns/gadgets in your opinion?
Wow that sounds terrible
Well now that I know about it it really does make the first 2 stages really easy cause if you start 3 cashouts and secure one you basically win unless you catastrophically fuck up
Blame the people who can't stand a last second steal
Early R6 was the goat of unique playstyles and counterplay
there's a compelling reason that they added the plug meta but I didn't play early on so I forget why
but also light needs to have a purpose because light was just bad all of last season and not competitively viable at all
It was simply because people complained that they can defend the whole thing and it get stolen last second nullifies it
it encourages this high risk high reward gameplay which I like
more things i spotted
Definitely. Like I said HML should always be the goal. I just feel like their current balancing seems very "forced".
Yes if I could "Bandit trick" my way out of someone picking the thing that counters me k wouldn't just be so enranged by them . If there was a twitch/ thatcher/(newer EMP ops) bandit could skillfully place his battery's as soon as the util went on the wall and deny entry
Missed opportunity to make it a gingerbread nama tama charm
it is a bit heavy handed bc light was so underpowered they may have overcorrected but we'll just have to see
Embark is very good at monitoring player retention and engagement so if it becomes a problem we'll see a change like with CL-40 and Pike last season
Any opinion?
Looks like a hot sauce bottle skin for maybe gas grenade for the first one
Light is a class made to pub stomp forcing them into comp feels like a mistake
2nd one looks like an outfit with a poncho but the 3rd one i can't even tell at all
like a Salsa Verde hot sauce
Yeah
well all of the competitive community was complaining about it
it's always going to be difficult to balance the experiences and feedback of the high level players and casuals
and I think it's stupid to have three classes but only have two of them used ever at all at the highest level of play just conceptually
HHH is God's team comp
Pretty thematically fitting given hot sauce and it's fumes burn the shit out of your eyes
Yes, it also doesn't help that currently most buildings are made out of paper. Would be interesting to slow down the destruction a bit and give us more unique counters and actually viable defense playstyles
literally pepper spray lol
Only if all of you run Charge. It's basically like football but your enemies are the balls
but i mean christmas is in a week from tomorrow so they gotta add the rolling pins then right?
icicle dagger and peppermint candy cane sword would be fire!!!!
and snowball frag
snowman motion sensor would also be awesome
the iceikill bundle
My best guess
Durian lemonade gas grenade skin
And mini rocket throwing knives for new years
If i could post images I'd post the "Absolute Cinema" in reply to this
i was thinking that the 3rd was a rocket of some sort
That outfit in the 2nd pic could maybe include a spear skin by the look of it
Or is that a pike?
Epic embed fail
that didnt work lol
here
I think you need to be qualified role to post gifs
i guess for this channel
Updated Dagger Rework Proposal
This rework introduces a refined melee combat system, balancing consistency, risk, and reward to make the dagger a high-skill, high-impact tool for stealth-oriented gameplay. The goal is to enhance depth while maintaining balance for both casual and competitive players.
Mechanics Overview
Left-Click (Quick Attack)
- Functions as it currently does in The Finals.
- Damage: Fixed at 50 per hit, with no bonus damage for attacking from behind.
- Delivers quick, reliable attacks, ideal for steady DPS.
Right-Click (Special Heavy Attack)
Introduces two distinct mechanics:
-
Heavy Stab (Instant Backstab):
- Triggered by tapping right-click for an immediate, precise strike.
- Damage Output:
- 100 damage if striking from behind.
- 50 damage if striking the front/sides or missing the backstab.
- Focuses on precision and stealth, rewarding players with good positioning.
-
Lunge Attack (Charged Backstab):
- Right-click and hold to charge a lunge attack.
- Charging Mechanics:
- Slows movement speed to walking pace during the charge.
- Upon release, includes a small forward dash to extend reach.
- Damage Output:
- 320 damage if striking from behind.
- 50 damage for missed backstabs or non-backstab hits.
- Designed for high-risk, high-reward plays that demand careful planning and timing.
Balance Considerations
-
Skill Ceiling:
- Encourages mastery through precise positioning, timing, and decision-making.
-
Risk vs. Reward:
- Left-Click: Low-risk, consistent damage for straightforward engagements.
- Right-Click: High-risk, high-reward mechanics that punish poorly timed or inaccurate heavy attacks.
-
Teamplay Impact:
- Rewards players who incorporate stealth and flanking tactics into their team strategy.
Why This Rework is Unique
This hybrid approach combines a dynamic melee system with strategic attack mechanics, delivering a balance of speed, precision, and calculated decision-making. The rework complements The Finals' fast-paced gameplay while offering a unique melee system thatās rewarding for players willing to invest in mastering the daggerās potential.
definetly more than worthy of going to #šāgame-feedback
Okay, I will check it out.
Those are hot sauce gas grenades and also an RPG skin that is a firework launcher
Imo hot sauce gas grenade doesnt really fit
Hot sauce makes much more sense for pyro
Hence why i thought durian gas nade
But that is a bit extra
But i think it could be either
Get me freeze grenades, freeze mines and freeze barrels
cant believe it hasnt been added yet, its kinda obv
also pyro related gadgets should be a counter to these freeze related items, but when the fire counters the freeze it should create a pool of water that makes it slippery
is the invis bomb different from stock invis (ie sound, visibility)?
Just trust me on this
Imagine hot sauce gas in your eyes
Water should be a separate thing that spreads the freeze and cancels fire
And also it should weaken the environment to make it weak enough to be shot and broken
fair
but hot sauce isnt really gaseous
being burning liquid would be closer imo
Would pyro grenades not hurting your teammates be balanced
Imagine a Pyro thrown into a doorway next to you and 2 lights come dashing through
Hot sauce steam burns
Hot sauce bottle stun gun skin
Or Alternatively lemon juice
Or it'd work for flashbang
What are the current to-go gadgets for light?
Gateway, frag, goo, vortex for stopping steals
Thermal in reserve in case of multiple cloaks
Also stun. You can stun someone to stop their steal or make them drop the cashbox. Can be incredibly powerful
Yeah well stun is for chumps
Yeah, but it's still a go-to gadget.
I couldn't encourage people being an annoyance with stun
Lights are already an annoyance
Kill them faster, dont need stun
Vortex is weirdly meh at steal denial. Several times I've just focused on staying lined up with the station and it never moved me enough to break it.
Honestly, I'm starting to think Vortex would be better for Heavy. It would be a huge benefit for the MGL32. The Lockbolt is alright, but I wouldn't mind if Light got it.
The vortex works very well in combination with a gas barrel with breach charges on it
why does this say season 5 sontestant
It'll hold them in the gas and get you lots of easy damage to finish them off while they're trying to get out of the vortex
this is all of the emerald skins but the ranked rewards all say season 4
that's a serious problem
gotta call the devs to fix it
who cares about model being busted for 5 seasons
They need to fix this before reverting the cloak changes frfr
This is a WAY bigger issue
imagine a cloak nerf before model nerf, wouldn't expect less from our balancing team
Cloak has already been nerfed many times since s1
and it was never op
They should nerf heavyš
any input? thanks!
Heal beam, demat // AKM, FAMAS // jump pad, defib, zipline, frags, glitch trap
thanks
Defib should always be equipped but because of the change don't res out in the open anymore as it will lead to the death of your teammate
Atleast put them behind some cover
The finals
thwoooooop

I wish the Cerberus had like the smallest bit less spread so I could get like one or two extra meters out of a shot
true
let it go can't hold it back anymooooooore
Lockbolt needs a smaller boundary when it has enemies trapped, also lights can dash/grapple up to 30 meters or so away when caught which is fundamentally making the gadget useless against lights. Also the gravity vortex needs a radius increase, the affected area is just to small at the moment for the gadget to be useful in any impactful way.
Lockbolt should stay useless
We donāt need a cc gadget on heavy rivaling the usefulness of dome, rpg, and c4
As far as Iām aware we just got another season with no new gadgets which is better than Lockbolt being good
crazy
I am so fucking over half the server being FAMAS
Vortex has been working very well for me
The enemies don't usually think to break the gas canister with a breach charge strapped to it next to the cashout and that gets me easy kills
Why not? Also It's not useless to melee.
A gadget that simply forces you to stand and fight isn't particularly oppressive.
cc is inherently unfun to play against it doesnāt need to be a prominent gadget contending a meta slot
Nobody that plays in an elo where meta matters wants it to be meta either. It can be buffed a little to be actually useful. But it should either be redesigned or kept purposefully weaker
It's Light CC, you never lose full control.
Oh Iām talking ab Lockbolt
The vortex is actually well designed and should be buffed
No idea what they would do with it though. Itās kinda in a gravity cube situation where itās base effect just isnāt strong enough to contend other gadgets in the meta
So am I
Oh not that kind of light
Yeah thatās why itās so weak. Itās a light cc. It used to glitch everyone affected in the dev build and it was the worst shit youāve ever seen
It was just another brainless fight opener
If I had to rework it Iād make it so that it can be manually detonated in mid air and the initial grab pulls everything affected towards it
Imo it just needs a shorter tether and not allow you to drop away. If you get 10m away, vertically, you hard stop. If it's downwards, you dangle like a gd piƱata.
Iād like it to be useful in some way that isnāt just āopen fight by using gadget.ā Itās AOE so you need to make sure itās not so strong that it discourages others from playing with their team. That was one of the biggest issues with pre nerf rpg
The game adds a strong counter to the current meta of MMM/MMH where they all just take hitscan fullautos and stand right near each other. They tend to bring APS, so frags/RPG are not a counter. The range of the Lockbolt lets it snag from outside the APS.
It's boring as shit to fight those teams that just huddle together.
Adding a counter in the form of punishment for others playing a team comp correctly is poor design
The radius of it is just too large for how difficult it is to land
I also meant to say that the HMM teams tend to have a SA1216 who just sits on the healer and plays bodyguard, so even if you do get close, you lose.
You shouldnāt be punished for playing the way MMH / HHM meta teams play. Itās a healthy playstyle and those teams are playing well.
You can play as a team w/o playing as a single-cell organism.
There's nothing impressive about just sitting on each other and dumping an APS.
Holding hands with your teammates is clearly optimal
The biggest issue is that itās been meta for too long and no other team comp comes close to it. This is mainly due to the fact that the two support tools in the game benefit this playstyle almost exclusively
It is, and it's not interesting imo.
Adding a CC gadget to counter teams that are playing well is very very bad design
Adding a counter to teams playing too close together
We need more viable meta team comps through the means of varied support outputs, not shutting down teams using the existing support options well
Are they playing well, or just abusing the combo of APS with Heal Beam and FAMAS?
Playing right next to each other isn't fun to play against
This is subjective. Almost every high elo player loves this playstyle
Any team with a mild bit of coordination can have a Heal Beam/APS guy they just huddle around.
Hence the begs for mesh buffs
I don't heavy to be pressured into a Shield monke again.
Heavy shouldnāt be a shield bot but also it should be a viable playstyle
At launch it's all anyone ever demanded I play.
I'm fine with it being viable, I'd rather it not be optimal.
Itās not rn but mesh could still use some small buffs. Alongside a winch rework
Winch if fine outside of the fact that it can bug tf outa spear. It can leave you unable to attack for like +2 seconds.
Winch isnāt fine at all
Any further nerfs will make it F tier.
It shouldnāt hard counter shields and it shouldnāt be unreactable. FPS games have spent forever iterating on āthe hook mechanicā and finals goes against tons of game design work thatās been done for them
It doesnāt need nerfs it needs a rework. The range nerfs were stupid and the damage nerf was arguably stupid as well
It's a projectile, I've blocked it with barricade/goo a good number of times. I do agree shields should block it.
Just have you required to swing it around like a lasso for a second before you can throw it and increase the range a bit
HES TRUE
Always thaought that aspect was dumb. Shields block bulltets and explosions...but not a chain?
So It'll never hit a light again.
A wind up and a range buff as well as being blocked by shields would be so nice
Light already avoids winch fairly easily on pure reaction.
Not really
I dodged a Pyro nade off sound cue once
Well, I should specify good lights lol.
Itās almost entirely in the hands of the winch user
Unless the light is on dash which is a dogshit spec to begin with
And most are.
Buff dash somehow
It's crazy that they even removed getting extra speed when you get glitched mid dash
In casual sure
The Invis Cloak is a fad imo. Too many sweaty players dump graphics to low, when higher lets you see the shimmer even at mid range.
Invis has been the meta in high elo since release. Itās not a fad lol itās been the meta for a year for light
Also, most settings barely impact FPS due to the game being so CPU intensive.
Cause, like i said, they're probably all dumping settings to low.
They're playing like it's CS/Val.
I love that there's so many invis lights now, easy kills.
What
You see invis better at higher settings.
Like, significantly so.
I've seen them sitting still at like 15m.
Stand still cloak is still almost perfectly invis on max settings but yeah running cloak is very easy to see even on low settings. Which is where the invis skill gap comes from is knowing when and where to stand still
But the old sweat mantra is always moar frames = gooder
Me when xbox
Oh it's dumb it's like this, for sure.
Settings should never have such an impact.
Stand still cloak should be full invis anyways though and then nerf duration
Semi invis is another poor design choice that embark ignored years of game design on
Almost every balance issue in this game has had years of iteration in the genre that embark completely ignored
I'd just make it so that at range there's no visual, then closer up it does nothing, they just fade into view.
Would also work better than what we have now