#šŸ’£ā”‡weapons-gadgets

1 messages Ā· Page 121 of 1

plucky spade
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Defib simply allows you to defend yourself while the other person is getting rezzed

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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

unique swallow
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When Medium weapon are stronger than Light

soft juniper
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Is it ok to go without jump pad or zip line as a medium?

bitter surge
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Why did the Cloaking device got buffed ?

ionic mason
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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.

eternal patrol
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Lol

uncut peak
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I think whar your supposrd to do is use zipline out of combat and pad to get in and out of it

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Using pad by itaelf when ur the only medium is kinda wack though

mystic nimbus
copper light
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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?

eternal patrol
copper light
spark carbon
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it depends on the amount of pellets you land, which also build up

copper light
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ok thats what i was questioning myself if this thing works wiht build up, would say thats confirmed, but it doesnt affect players right?

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or is it just on the practice range that the practice-players just wont catch on fire?

spark carbon
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no the whole weapon should be using a heat system i’m pretty sure

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like if you land consistent two shots in close range you’ll set them ablaze, whereas if you do 3 shots at a further distance no after burn will occur

copper light
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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

spark carbon
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allegedly the gun also sets enemy goo on fire but doesn’t for ā€˜friendly’ goo created by your teammates and yourself

spark carbon
spark carbon
copper light
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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 šŸ˜‚

copper light
spark carbon
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like if you use the flamethrower on the dummies it won’t give them that after burn tick damage, too

copper light
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ok now im less worried and gonna leave it in the loadout for now, time to test the shak šŸ˜„

copper light
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hell didnt know that, that should written somewhere in the practice range, just assumed they would burn šŸ˜„

ionic mason
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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.

copper light
spark carbon
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gas is always three shots from what i’ve seen

ionic mason
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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

vocal coral
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ss

plucky spade
bitter surge
mystic nimbus
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yeah that's why i said the wrong buff

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also easily counterd by thermal or decent game sense

fossil juniper
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yo guys, whats your opinion on the shak? The UI says 20 bullets but there are actually 40

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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

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and how can the shak shoot 2 bullets at the same time with one barrel

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so many questions

small crypt
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I’ll never financially recover from this 😄

dawn swan
dawn swan
plain wasp
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It loads 2 at once, probably

warm jackal
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Should we have a thing that can slow down the time in an area? It is like slowing down everything. Players, objects, even cashouts.

terse gorge
terse gorge
plain wasp
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The second barrel is the friends we made along the way

terse gorge
terse gorge
warm jackal
warped flame
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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?

restive plover
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If it's a weird support tool like the Cerberus is now, maybe.

warped flame
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i was thinking like an xp50 but less range and damage per second, but i guess that wouldn't really be an smg

warm jackal
warped flame
warm jackal
warped flame
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ah ok that makes sense

full wyvern
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I'm in firing range with the new shotgun, and there's been nothing related to fire while using it. what does it do

sullen bear
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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

plain wasp
full wyvern
warm jackal
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Dagger's strike attack (Second attack) should recieve a higher damage even if it is not a back stab

ionic mason
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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

narrow solar
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in retrospect i think these were pretty good balance cahnges for the beginnign of the season

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does somebody have any advice on how to use new light gadget besides just a trap to throw a grenade in

warped flame
narrow solar
narrow solar
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ooo nice

warm jackal
warm jackal
# narrow solar ooo nice

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

narrow solar
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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

harsh sage
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is the new shotgun getting a range buff? range could be equivalent as the model 0o0

dull marsh
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Any tips for Dagger? Im ass with it

bleak pecan
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I also have a pretty stupid loadout that includes it, never tried using it.

dull marsh
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I made a whole character just to use the dagger with haha

grand hawk
warm jackal
warm jackal
glass mango
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What are the meta classes/guns this season?

gaunt rover
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Light meta rn is dumb

uncut peak
mighty sparrow
royal pier
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Embark goes from barely buffing the 93r, then just says "fuckit" and makes it the Light Famas.

tidal hollow
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Embark has expressed that they want each gun to have its own role

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They should buff the burn effect

uncut peak
bleak pecan
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Imagine if there was a weapon/gadget having a main purpose of making enemy contestants take more damage, like a "Bleed" weapon of sorts.

white torrent
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can someone give me a list with all of the funny goo/barricade tech that still works?

sinful dagger
gilded kelp
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anyone have a good idea were the heavys shak50 stands gainst the lmgs? like is better damge wise or anything

frail willow
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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

gaunt rover
full glen
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How are we feeling about lights this season?

shell sonnet
shell sonnet
# tidal hollow They should buff the burn effect

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

white torrent
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is it updated to new season 5 goo changes?

shell sonnet
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its old ish, not updated at all
but most should still work fine

full glen
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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

shell sonnet
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im a heavy procrastinator

i should work on that again

green aspen
shell sonnet
green aspen
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I agree that gas should be 2 shots

shell sonnet
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or make it so that you can shoot paralel to it, and at least one of them will be ignited

shell sonnet
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i do have a file with some ideas
let me look it up

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its missing:
-air breaking
-turret blocking
-demat
-goo jump (pad)
-sky cover
-goo trip wire
-ufo blocking

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probably more

shell sonnet
green aspen
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Ig so but just use demat instead tbh cuz it’s one of the best specializations anyways

shell sonnet
zinc kiln
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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

lucid rain
mystic nimbus
hasty juniper
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hate to break it to you man but this ain’t a minecraft server

cyan bobcat
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medium weapon concept: m1911 double barrel
ā“ .45 ACP pistol that shoots 2 rounds at the same time
🩸 dmg: 23x2, 37x2 headshots | dmg falloff start: 20m, max falloff: 26m (-30% dmg)
šŸ”„ rpm limit: faster than r .357 but slower than deagles
šŸŽÆ aimed accuracy: good, hip-fire accuracy: okay but not very good
šŸ’Ŗ 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

limpid crypt
swift carbon
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fits the wackiness of finals well

boreal laurel
bronze rivet
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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

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And new gadget for all classes a impact nade

toxic plover
# bronze rivet The new weapon idea's that will be whacky or down right fun should go to some ne...

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

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Y'all think the new found lockbolt launcher tech is gonna get patched?

toxic plover
mild karma
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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. 🤨

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.

zealous anchor
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what do yall think is the best medium gun or loadout

toxic plover
toxic plover
zealous anchor
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and the model 18

toxic plover
zealous anchor
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is it better to use iron sights on it or nah

toxic plover
zealous anchor
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also fuck every person that uses the anti gravity thing,

toxic plover
zealous anchor
toxic plover
zealous anchor
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:C

toxic plover
zealous anchor
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yes

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the build that honestly looks the best overall

spice vigil
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what about a bullet that travels 1cm a second but does 500 damage am a cooking

zealous anchor
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so a shotgun

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that actually 1 shots

toxic plover
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Or at least light and heavy are weak

restive plover
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Buff m11

sand monolith
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It’s pretty strong in HHM if you pretend model isn’t in the game

mild karma
# zealous anchor what do yall think is the best medium gun or loadout

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.

wind lintel
wind lintel
# mild karma Been thoroughly playtesting the new Cerberus shotgun, and in my honest opinion i...

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

narrow solar
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I main the gun and I think it’s great. Visual recoil be reduced helped it slot too I feel like

tribal stream
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I love how cerb is either amazing or terrible

restive plover
shadow onyx
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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 😢 😢

faint steppe
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Smaller playerbase + people tend to improve their gameplay over time

toxic plover
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A lot less visual recoil. Shit even I am hitting shots across map

edgy sundial
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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 :)

shadow onyx
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Fr we need og season back 😭😭

shut bane
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No we dont Moyai

toxic plover
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Increase lockbolt duration by 3 seconds, tether to range by 1 meter, and make the tethers shorter šŸ—æšŸ—æšŸ—æ

vale obsidian
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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

real oxide
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They should add dreadlock hairstyles into the game im suprised they still havent added any.

shut bane
# vale obsidian yo i havn't play the new season yet, can someone give me a run down of how ever...

New medium shotty is essentially db but three barrels, not nearly as easy to use but still fast ttk, faster than model even if you’re close enough and place the shots well, Shak50 is kind of like the lmg’s 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

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Though it can really throw off teams at an objective

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Map is also very well optimized and pretty imo, actually I think the game runs much smoother now in general after reloading shaders

royal pier
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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.

tardy oar
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Not something they need to add, but imagine if the stun gun incapacitated a player and made them do randomly physics

ripe prawn
toxic plover
tardy oar
royal pier
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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.

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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.

fallen kiln
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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!

gaunt terrace
gaunt terrace
inner lynx
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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

worn snow
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does the scoped sight on the m26 matter give it a sniper glint

lapis pine
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do some of you guys still run defib? or do you guys not use it anymore and what do you use instead

wheat vector
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Why is it that when im shooting someone he isnt die but when someone shoots me I get instakilled(

fossil juniper
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he shoot better that why u die and you shoot not good thats why he no die

plucky spade
twin sonnet
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Yo can someone tell me where to find the dimwit that wanted a fire shotgun

plucky spade
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He's probably enjoying it rn

plucky spade
vale obsidian
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funny thing is that the fire do barely anything, it just really annoying bc all the particle blocking your view

twin sonnet
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Playing as a light the fire does a lot and playing power shift against all mediums with it is just impossible

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And why did they make defibrillator useless

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Now I get rezed and have to just accept death since u have no way of defending urself anymore

fickle radish
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It's not the defib that is useless, are the players using it that are useless and don't read the patch notes

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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

steel tartan
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I feel that there should be a gadget that has like a few bullets but when you shoot it,it revives your teammates

tidal solar
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Playing after a long time, is 93R better than m11 right now?

steel tartan
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In my opinion yes

vale obsidian
steel tartan
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Yeah I suppose that would be too op

warm jackal
plucky spade
delicate flare
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god i wish they would remove the stun gun already

modern jay
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defib just keeps getting nerfs, they need to consider a rework

vale obsidian
restive plover
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Nerf model to 108, revert defib sickness and heal beam's range + heals per second.

vale obsidian
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defib sickness you mean the cool down on rezed player?

modern jay
restive plover
modern jay
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getting rezzed before already sucked. hologram, spawn at half health, often missing ammo you were very weak

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now you dont even get abilities

vale obsidian
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thats a soloQ issue, i don't think any kind of balance change would slove that

vale obsidian
modern jay
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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

gloomy bobcat
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For a team leader medium player, whats the best gadgets that I should really take consideration? (Defib is a no brainer)

patent glade
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Does anyone know where I can give ideas to embark. I have a genuine gadget idea

restive plover
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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.

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tl;dr. defib boring to play with, boring to play against, defib sickness adds some much needed risk.

covert parcel
twin sonnet
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The problem with defib is that it’s 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 don’t use the deciding since time wise it’s about the same and defib just means I can’t use gadgets for like 5 seconds and have half health

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Oh and this dash double barrel needs to be nerfed since it’s all I’m playing against and I just can’t do nothin but get double tapped

narrow solar
split crescent
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hey was wondering hows the melee on med?

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dual blades and riot shield, is there a way to test em out smh?

sage steppe
split crescent
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would it be better to use turret or the other thing?

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i havent ran medium yet

sage steppe
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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

median crown
# shell sonnet

despite the missing strats and tech, i think this is the most comprehensive goo gun guide right now, good shit

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im glad theres more than 1 goo gun main out there documenting this stuff

crude kestrel
obsidian lagoon
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Yo anyone knows a refreshing build right now which isn’t 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 don’t know what to play

crude kestrel
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very cool

slim flicker
#

is there any good uses for the lockbolt gadget?

wind lintel
slim flicker
wind lintel
#

its cooldown is the same as rpg though

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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

median crown
subtle marlin
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can somone tell me a good mid class build with cus i cant decide what weapon to play there

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i play the game simce realise but still its hard to decide

compact tundra
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I have been finding sentry and Cerberus with pyronade to be a very fun combo

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I typically run jump pad and difib with it

subtle marlin
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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

next geyser
#

defib should be specialization?

restive plover
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does the SA shotgun on heavy have a better spread if you ads?

sharp wing
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no

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none of the shotguns do i think

shell sonnet
median crown
shell sonnet
#

i hope you wont mind if i just copy that over to my written manuel

median crown
#

yeah ofc

shell sonnet
#

:)

shell sonnet
median crown
#

if i remember yeah lol

shell sonnet
vale mulch
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why are the most fun weapons so bad

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spear is the most fun ive had in this game ever but like, its SPEAR

gloomy bobcat
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Also thanks, as a 9-hour player you opened my eyes to when I should even defib

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Some random ass time i would defib my randoms whenever i get the chance alive or dead

gloomy bobcat
#

I never get the chance to kill a heavy with it

vale mulch
vocal urchin
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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.

hasty juniper
fleet brook
#

I thought it already had lower sens

dawn swan
#

Charge N slam have hard counter and doesn’t see much use on higher rank why nerf

bronze hornet
#

Since it’s a Mexican theme season… can we get a throwing knife camo as a sandal

vocal urchin
vocal urchin
shell sonnet
#

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

fleet brook
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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

shell sonnet
#

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

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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

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Only problem would be lag spikes...

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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

prime coral
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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.

sudden pilot
fleet brook
shell sonnet
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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

restive plover
#

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?

toxic plover
toxic plover
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And winch

vocal urchin
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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

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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.

toxic plover
shell sonnet
toxic plover
vocal urchin
#

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?

toxic plover
dawn swan
dawn swan
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Especially considering the fact that on high elo there’s so many winch 1216 heavy, which makes charge N slam almost unplayable if team with winch organize well

toxic plover
mighty oasis
#

Ok I love the Shak-50 now. 27 kills in quick cash with it

fickle radish
shut bane
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I don’t get the hate for the Cerberus

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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

toxic plover
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Only if nobody has anything else better to do@fickle radish

lilac hemlock
#

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:

  1. 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.
  2. 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 that’s rewarding for players willing to invest in mastering the dagger’s potential.

unborn frigate
#

maybe with slightly less dmg 260-280ish

lilac hemlock
unborn frigate
#

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

lilac hemlock
#

I think like... I feel that Embark is trying to change daggers that need to be charged before stabbing. or just tab and stab

lilac hemlock
# unborn frigate yes i did

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.

unborn frigate
lilac hemlock
lilac hemlock
lilac hemlock
unborn frigate
lilac hemlock
lilac hemlock
lilac hemlock
# unborn frigate yes

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 team’s efforts to find the right balance.

The instant tap backstab is incredibly satisfying—it 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 dagger’s charm is its fast-paced, "tag-you’re-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 won’t be as lethal, but it’s enough for skilled players to showcase their dagger mastery without feeling overpowered. For those who want the full 320 damage, they’d 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.

It’s a fair trade-off—less 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?

fickle radish
plucky spade
slate imp
#

Is there a bug or nerf to bow from s4? It feels way off and noticeably longer to draw back

hazy spoke
#

could we please start a petition for a sniper buff

stable plume
#

A magic 8 ball skin for the vanish bomb would fix all of my problems

hazy spoke
static lodge
#

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

plucky spade
static lodge
humble dirge
#

how viable is revolver for ranked and WT

plucky spade
#

Either way as any other class being in close range to a heavy means death either way sooo

modern jay
#

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

ocean kernel
#

NEW SRB SHOOTY is l

narrow nymph
#

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?

sacred cypress
#

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.

upbeat kite
#

Day 1 of asking for a x2 headshot multiplier for bow

hazy spoke
cyan bobcat
#

Medium weapon concept: repeating crossbow
ā“Semi auto crossbow.
🩸Dmg: 48, 96 headshots. | dmg falloff start: 20m, max falloff: 27m (-45% dmg)
šŸ”„Rpm limit: 120 (2 bolts/s)
šŸŽÆAimed accuracy: good, hip-fire accuracy: bad
šŸ¹Bolt speed: 150m/s
ā¤µļøBolt falls: faster than Bow's
Magazine capacity: 8 bolts
šŸ‘ļøSights available: acog and ironsights, maybe red dot too.

Thoughts?

crude leaf
cyan bobcat
deep grove
#

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

plain wasp
hasty juniper
vast crest
#

I agree ^

vast crest
tardy briar
#

Embark, fantastic work on the SHAK-50, but please don’t rush to produce new weapons. Too many weapons and balance goes to crap or there really isn’t any difference between the guns. I’d rather limited weapon choices but all of them are quality.

hasty juniper
toxic plover
hazy spoke
deep grove
vast crest
hazy spoke
hardy dust
#

Sniper has falloff starting from 80m

prime coral
#

I mean, what sight line are you holding in this game that is longer than 80 meters???

zinc kiln
#

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.

restive plover
vale obsidian
restive plover
#

Well obviously, but that's the reason it's still hard meta.

vale mulch
#

If you panic RPG your c4 it does 100 + 155 damage

zinc kiln
prime coral
#

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.

zinc kiln
#

Nukes are still nerfed into the ground right?

hallow current
#

What's a new weapon they can add for the Light class?

vale mulch
#

Spud gun

hallow current
wraith prism
#

Is spear good for comp?

young lava
#

Its meta šŸ’Æ

hallow current
wraith prism
timber sparrow
#

šŸ˜‹

charred snow
#

xp-54 or m11 pls someone help me choose

wraith prism
charred snow
#

im on xbox :(

timber sparrow
#

M11 hater

charred snow
#

probally m11 but xp-54 seems fun

#

the cloak buff might help

weak kernel
#

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

hard pewter
restive plover
vale mulch
wraith prism
restive plover
#

It's not.

timber sparrow
#

light meta? Good one

#

might be the first season light is in the meta 😭

restive plover
#

Lh1, double barrel, m26 and now 93r are all better.

wraith prism
#

Light isn’t, but m11 is the meta gun in light

#

(Besides maybe the new 93R buff)

timber sparrow
#

lh1 will be the dominant meta pick for light

restive plover
wraith prism
#

Medium AK and turret is the meta meta as fucking always

restive plover
#

I think you misspelled 1887 heal beam.

timber sparrow
#

turret isnt meta its just a mosquito

wraith prism
#

Yeah it’s free site if u stack 3 turrets

timber sparrow
vale mulch
restive plover
#

Unless you move the cashout (which all three classes are capable of doing) and then the turret team just has no specializations at all.

timber sparrow
#

I guess if ur stacking burst damage it would be good

restive plover
#

Or use glitch grenades. Or goo. Or shoot the turrets from beyond their range.

timber sparrow
#

Def falls flat on its own tho

weak kernel
timber sparrow
#

Mosquito gun

vale mulch
#

Ok should winch go through mesh?

restive plover
#

Winch shouldn't be in the game.

vale mulch
restive plover
timber sparrow
#

Sa12 winch sa12

weak kernel
#

winch single handedly makes hammer feel viable after Heavy's nerfs over time so I'm obligated to be in favor of it

timber sparrow
#

Shak50 is disgusting with winch

wraith prism
weak kernel
#

if you removed winch as heavy currently is hammer would evaporate

restive plover
#

And now that lockbolt exists and is intentionally able to move cash outs there is no longer a viable rework angle.

wraith prism
#

All melees are useless without winch, also lock bolt can’t move stuff the same way, just prevents movement

weak kernel
restive plover
weak kernel
#

and be amazed

timber sparrow
#

the stun gun rant incoming

wraith prism
restive plover
#

Melee doesn't even matter here. It's the same shit with every heavy weapon.

timber sparrow
#

shak50 and sa12 with winch

wraith prism
#

No? You can just fight back, it just closes the gap for both partys nobody can shoot first over the other

timber sparrow
#

the winch stun will win you the fight first

weak kernel
#

i still think winch should be able to snag friendlies even if they're still alive so you can save people that way

restive plover
timber sparrow
weak kernel
#

look there's plenty of ways to grief in this game, I don't think one more is going to break it

restive plover
#

Stun gun doesn't compare to winch at all.

wraith prism
restive plover
#

Lol

timber sparrow
#

you cant lol

wraith prism
weak kernel
#

Questionable

timber sparrow
#

Dash only tool that can escape it but even then you’ll usually die before the stun ends

wraith prism
#

I’m done arguing with yall winch js fine it’s just balanced stun gun,

restive plover
#

The might here being if the light is with his team. If he's not and opens with stun gun, shoot him and win.

timber sparrow
#

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

restive plover
#

He sold his first shot opportunity to annoy you.

wraith prism
restive plover
#

Lights when they must cover 35 meters to get out of my range after stunning me within 15 (I have the fcar)

vale mulch
#

Akm should have slightly less damage but 42 bullets

timber sparrow
#

Theres no world where stun gun is better than winch

wraith prism
#

Cap, it removes all ability to fight back and is a free kill winch just helps setup dmg

vale mulch
weak kernel
#

lights when they stun a medium (there is no further action, assault rifle vs light TTK beats any of your possible followups, die)

restive plover
wraith prism
#

Not talking medium

timber sparrow
vale mulch
wraith prism
#

True, ars need to be different from each other

weak kernel
#

light has so many good gadgets that stun is good and does good things but it doesn't at all feel obligate anymore

vale mulch
#

Stun should be used to sabotage your teammates opponent

restive plover
timber sparrow
#

I prefer to bring frags over it

restive plover
#

And less range does move it further away from fcar.

vale mulch
timber sparrow
#

Whats the thoughts on the shak50

wraith prism
#

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 that’s it, I isolate a 1v1 or I pull someone away from chasing my teammate with box, that’s it, it (in my experience) has never been a 100% kill tool. That’s it

wraith prism
timber sparrow
#

winch shak50 beats stun any day ngl

wraith prism
#

Well yes ofc, that is using a ranged option

timber sparrow
#

Those free headshots incinerate health bars

wraith prism
#

True, I can’t comment on that though as I do not use ars/lmgs

timber sparrow
#

well thats why you think winch is worse than stun

#

Winch with the lmgs/ars is a night and day difference

wraith prism
#

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

timber sparrow
#

well spear is probably the worst weapon in the game now

wraith prism
#

Rip

timber sparrow
#

Dual blades might be worse tho

vale mulch
wraith prism
#

True (that’s my main medium weapon)

timber sparrow
vale mulch
#

It might be the most ass garbage stupid thing but it's my favorite weapon

wraith prism
#

Same, but he’s right

vale mulch
#

Imagine they buff spear 🤩

wraith prism
#

I just think it needs like .5 more range, then I’ll be happy

timber sparrow
#

Spears biggest problem is it has to compete with sledgehammer

wraith prism
#

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

vale mulch
#

Spear just doesn't do enough damage,it should 2 shots lights

vale veldt
#

Make fcar good

vale mulch
#

When are they adding throwing sledgehammers

wind folio
#

today

cosmic oriole
#

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)

royal pier
timber sparrow
royal pier
timber sparrow
#

Agree to disagree

royal pier
#

They also made the spin 105 damage, which decreased ttk against Medium and Heavy.

royal pier
timber sparrow
#

you can like it and have your own opinion its alr šŸ‘

royal pier
timber sparrow
#

i genuinely think its bad

cosmic oriole
#

Which weapon

timber sparrow
#

spear

cosmic oriole
#

I've only tried it a few times so idc if what makes it good or bad

lofty sky
#

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

timber sparrow
#

Revolver needs love

lofty sky
#

I love it with all my heart and body

inner haven
#

Medium needs octane adrenaline for like a 5-7 sec movement boost so the melee weapons in the class are actually viable

plucky spade
#

me when teamplay exists:

keen turtle
#

Dagger is fun to play with cloak since the changes

dim carbon
#

Mesh shield feels great now

mystic nimbus
#

yeah

#

just make winch not go through it

opal bone
#

can we finally get cringe and slam nerfed?

minor perch
#

Uwu

lament ginkgo
#

nvm I already noticed the post

royal pier
#

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.

bronze dust
#

dang!

magic knoll
#

This a good SR loadout?

shut bane
#

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

#

I’d run taser for how good it is but this is a respectable build

runic grail
#

i wish they could see the thing you get from the sniper skin that shows your crosshair when you killed them

toxic plover
magic knoll
toxic plover
#

Or you get caught in the open, vanish, then use grapple hook to repostion

royal pier
#

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.

hardy dust
#

Famas maybe but 93r is in a good spot rn.

royal pier
#

It's basically the FAMAS (but in some cases better) on Light.

timber sparrow
#

Its famas if famas had no range and even better hipfire

hardy dust
#

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.

timber sparrow
#

i think both are fine rn personally

toxic plover
#

Alright guys imma come up with 3 new gadgets for next seasons midevil themed season

faint steppe
timber sparrow
#

Agreed but buff fcar pls

#

🄲

faint steppe
#

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.

fast cedar
#

Please add the PKM or MG42 for the heavy class

restive plover
sand monolith
#

Famas is kinda okay

#

Buff AKM mag size and buff FCAR damage to 23. Maybe slightly nerf time between bursts for famas

wind lintel
sand monolith
#

The should be slightly brought up and the famas should be slightly brought down. None of them need huge changes

wind lintel
#

its excels at peaks

sand monolith
#

What

steel tartan
pallid palm
#

Just bought the alien pistol for light v95 i think? Anyone think its any good or should i just use the m11

steel tartan
#

Nah use the v95

pallid palm
#

Okay

shut bane
#

ok get this, we get to place as many stickers on weapon models as we want and wherever we want

pallid palm
#

What about the 93r

toxic plover
pallid palm
#

Oh okay lol

timber sparrow
#

they major buffed it

toxic plover
#

Okay time for y'all to see what I was gonna post for the midevil season

toxic plover
#

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.

toxic plover
topaz orchid
#

Nah I tuned out after slower fire rate medium weapon. Trash L take

fleet brook
#

Crossbow would be better if it also healed

toxic plover
topaz orchid
#

Make it a repeater crossbow and it's not buttcheeks

fleet brook
topaz orchid
fleet brook
#

Medics crossbow damaged and healed

toxic plover
topaz orchid
#

Jarate when?

toxic plover
shut bane
#

cerberus is a straight up db for medium lol'

#

the best movement weapon for mediums for sure

toxic plover
#

GUTS BUILDDDD

topaz orchid
toxic plover
#

CnS, great sword,RPG,Rcrossbow, frag

#

I would do winch though

topaz orchid
#

Feeling adventurous today, are we?

toxic plover
weary eagle
#

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

weary eagle
#

In this video we will try every single interaction that you can think of involving the Dual Blades’ 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...

ā–¶ Play video
shy mauve
#

.

unborn frigate
weary eagle
#

Oh?

unborn frigate
#

its 5months old

weary eagle
#

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

hallow leaf
weary eagle
hallow leaf
weary eagle
#

Yeah I mean, its in a controlled test environment

hallow leaf
#

And the sliding causes themto get too close and at that point they don't block

weary eagle
#

Worst case is the dash lights

hallow leaf
#

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

weary eagle
#

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

hallow leaf
#

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

weary eagle
#

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

hallow leaf
#

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

shut bane
#

Dual blades really could have used an attack speed buff tbh

hallow leaf
#

They need a damage buff

shut bane
#

But then they’d just wipe riot shield off the floor if they could three tap a medium I think

hallow leaf
#

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

hallow leaf
weary eagle
shut bane
#

That’s up for debate TBH

@hallow leaf maybe

weary eagle
#

Its 2 hits and a qm for a medium, the shield can't block it effectively

hallow leaf
weary eagle
#

Its one of the easiest weapons to face as a dual blades user tbh

hallow leaf
#

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

shut bane
#

Can’t make ā€˜em too obnoxious now, but a movement speed change would be nice

vale obsidian
#

that would be canser af
movement speed is enough

lilac hemlock
#

( 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:

  1. 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.
  2. 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 that’s rewarding for players willing to invest in mastering the dagger’s potential.

soft juniper
#

Should Glitch grenade be impact no mater what?

hazy spoke
lilac hemlock
lilac hemlock
lilac hemlock
lilac hemlock
lilac hemlock
# hazy spoke no really a fan since its already fine, but if we add a right click tap, why 80 ...

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 situation—whether 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 instantly—not 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.

lilac hemlock
#

As for the damage tuning for the instant backstab, that’s 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)

hazy spoke
# lilac hemlock As for the damage tuning for the instant backstab, that’s something that can sti...

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

lilac hemlock
unique swallow
#

Make defib spawn cooldown only affect to defib please thank you

vale obsidian
hazy spoke
#

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 comes…

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

soft juniper
#

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

vale obsidian
#

wait so double tapping someone with track dart will be 80

vale obsidian
soft juniper
#

That’s what I like to try and make are game changing tools

vale obsidian
#

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

plain wasp
#

Make LH1 do 49 damage again so I can finish people off with tracking dart

soft juniper
#

Yeah but a one time thing and only would work in a radius like the gateway

plain wasp
#

Old revenant ult

hazy spoke
#

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)

soft juniper
#

That could work

#

And this would also make an interesting style of play too

plain wasp
#

So what do we do about triple turret triple revive turret triple aps teams

hazy spoke
#

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

plain wasp
#

What is stopping 3 mediums from all using it

fleet brook
#

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

spring needle
#

What is the best weapon for light (grapple,cloak,dash each)

magic basin
# spring needle 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

plucky spade
#

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

plain wasp
fleet brook
plucky spade
#

God damn it why must I see tf2 spy in this game as well

topaz orchid
jade violet
#

1887 still need more nerf

prime coral
#

Why call for nerfs when you can buff bad weapons to be on par with the good ones?

vale mulch
prime coral
vale mulch
#

People want to play a shooter, not rock paper scissors

prime coral
#

Shooters are rock paper scissors

#

If you’re having trouble with a Model user, your Light should be running the LH1. The TTK of the LH1 is insane right now.

plucky spade
#

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

vale mulch
#

Cerberus is going to be eternally b tier

#

If they buff it, well have another cl40

hasty juniper
plucky spade
#

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

cyan bobcat
#

Medium weapon concept: Steyr AUG
ā“ The classic bullpup rifle but with an improved trigger
🩸 DMG: 23, 34 headshots | DMG falloff start: 38m, max falloff: 43m (-40% DMG)
šŸ”„ RPM: 550 (100 less than irl for balance)
šŸŽÆ 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

lone cobalt
#

More damage less rpm and could either be for heavy or medium

cyan bobcat
#

ill be back in a moment i got to eat sum

lone cobalt
#

I want a full auto pike basically

outer fiber
#

Gotta love me some bullpup rifles

faint steppe
#

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

outer fiber
#

imo the LH1 is fine as it is

#

Just that cloak is overtuned atm

lone cobalt
#

Fr

outer fiber
#

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

crystal garnet
outer fiber
#

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

deep grove
#

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

outer fiber
#

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

ornate tiger
#

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

deep grove
#

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)

fleet brook
outer fiber
#

SR-84 is basically a high-risk high-reward gun

ornate tiger
#

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

fleet brook
#

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

warm gyro
ornate tiger
#

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

ornate tiger
#

every single game is rock paper scissors

do you expect there to be no counters to anything? I don't get the complaint

fleet brook
# vale mulch Not fun!

Yes but I think the devs have designed alot of one button answer's they can't design themselves out of

humble totem
#

I like gassing people

fleet brook
#

For some reason people get two glitch grenades and people still don't recognize how great they are

ornate tiger
#

glitch grenades are super slept on outside of high elo

lofty wing
#

guys hear me out they should make gingerbreadmen throwing knifes with the inspect you taking a bite out of one

fleet brook
#

It also can counter alot of skillful play with a click of a button

lofty wing
faint steppe
cyan bobcat
#

im back.

ornate tiger
#

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

deep grove
ornate tiger
#

but yeah red dot and visual recoil definitely helped with LH1 I refused to run it previously bc I'm a bad aimer

faint steppe
#

Definitely part of it. But can't really think about many other specs that force you into specific gadgets

ornate tiger
#

mesh or heal beam kind of encourage you into bringing glitch nades

fleet brook
faint steppe
#

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

lofty wing
ornate tiger
#

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

deep grove
#

The rolling pins for the dual swords is actually pretty funny I wish they made a pastry chef outfit to go with it

cyan bobcat
faint steppe
lofty wing
fleet brook
#

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

plain wasp
deep grove
#

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

lofty wing
plain wasp
#

How do glitch nades even help against cloak

faint steppe
#

I think glitch nades should remain light only. I don't expect the cloak change to last and a healthy meta should involve light

fleet brook
#

Glitch nades are balanced because light players think they have better options

plain wasp
#

How are you supposed to hit someone you can't see

fleet brook
ornate tiger
# fleet brook The problem with this games are your counters just make whatever you're doing co...

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

deep grove
faint steppe
deep grove
#

Gotta start using them there then

ornate tiger
#

HML is finally the best team comp again thank fuck

faint steppe
#

Plug meta and overtuned cloak just make it feel unfun for me personally

fleet brook
deep grove
lofty wing
#

guys look what i spotted

ornate tiger
#

plug meta is the fact that you get a 30% bonus for depositing the cash box

deep grove
#

Oh for WT/Ranked?

faint steppe
ornate tiger
#

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

plain wasp
fleet brook
#

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

faint steppe
#

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

mild wing
#

What are the best medium options for this season in terms of guns/gadgets in your opinion?

deep grove
#

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

plain wasp
#

Blame the people who can't stand a last second steal

faint steppe
ornate tiger
#

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

plain wasp
ornate tiger
lofty wing
#

more things i spotted

faint steppe
#

Definitely. Like I said HML should always be the goal. I just feel like their current balancing seems very "forced".

fleet brook
deep grove
ornate tiger
#

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

lofty wing
#

curious what these are tho

#

sorry its hard to see

deep grove
#

Looks like a hot sauce bottle skin for maybe gas grenade for the first one

fleet brook
deep grove
#

2nd one looks like an outfit with a poncho but the 3rd one i can't even tell at all

lofty wing
deep grove
#

Yeah

ornate tiger
#

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

deep grove
#

Pretty thematically fitting given hot sauce and it's fumes burn the shit out of your eyes

faint steppe
faint steppe
lofty wing
#

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

lofty wing
shell sonnet
deep grove
lofty wing
deep grove
#

That outfit in the 2nd pic could maybe include a spear skin by the look of it

#

Or is that a pike?

deep grove
#

Epic embed fail

deep grove
#

I think you need to be qualified role to post gifs

lofty wing
#

i guess for this channel

cyan bobcat
#

this song fire

lilac hemlock
#

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:

  1. 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.
  2. 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 that’s rewarding for players willing to invest in mastering the dagger’s potential.

lilac hemlock
arctic fog
shell sonnet
#

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

ashen hawk
#

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

hollow galleon
#

is the invis bomb different from stock invis (ie sound, visibility)?

plain wasp
plain wasp
#

And also it should weaken the environment to make it weak enough to be shot and broken

shell sonnet
vale mulch
#

Would pyro grenades not hurting your teammates be balanced

plain wasp
#

Imagine a Pyro thrown into a doorway next to you and 2 lights come dashing through

timber sparrow
#

Hot sauce steam burns

plain wasp
#

Hot sauce bottle stun gun skin

#

Or Alternatively lemon juice

#

Or it'd work for flashbang

kindred bear
#

What are the current to-go gadgets for light?

plain wasp
#

Thermal in reserve in case of multiple cloaks

faint steppe
#

Also stun. You can stun someone to stop their steal or make them drop the cashbox. Can be incredibly powerful

plain wasp
#

Yeah well stun is for chumps

faint steppe
#

Yeah, but it's still a go-to gadget.

plain wasp
#

I couldn't encourage people being an annoyance with stun

faint steppe
#

Lights are already an annoyance

slim garnet
#

Kill them faster, dont need stun

royal pier
# plain wasp Gateway, frag, goo, vortex for stopping steals

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.

plain wasp
#

The vortex works very well in combination with a gas barrel with breach charges on it

steel umbra
#

why does this say season 5 sontestant

plain wasp
#

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

steel umbra
mystic nimbus
#

that's a serious problem

#

gotta call the devs to fix it
who cares about model being busted for 5 seasons

plain wasp
#

They need to fix this before reverting the cloak changes frfr

#

This is a WAY bigger issue

mystic nimbus
plain wasp
#

Cloak has already been nerfed many times since s1

mystic nimbus
#

and it was never op

kindred bear
#

They should nerf heavyšŸ‘€

plain wasp
mild wing
#

thanks

plain wasp
#

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

ripe pilot
#

The finals

plain wasp
ripe pilot
arctic fog
#

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

bronze dust
#

true

shadow onyx
oblique void
#

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.

sand monolith
#

Lockbolt should stay useless

#

We don’t need a cc gadget on heavy rivaling the usefulness of dome, rpg, and c4

#

As far as I’m aware we just got another season with no new gadgets which is better than Lockbolt being good

steep light
#

crazy

royal pier
#

I am so fucking over half the server being FAMAS

plain wasp
#

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

royal pier
#

A gadget that simply forces you to stand and fight isn't particularly oppressive.

sand monolith
#

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

royal pier
sand monolith
#

Oh I’m talking ab Lockbolt

#

The vortex is actually well designed and should be buffed

#

No idea what they would do with it though. It’s kinda in a gravity cube situation where it’s base effect just isn’t strong enough to contend other gadgets in the meta

royal pier
sand monolith
#

Oh not that kind of light

#

Yeah that’s why it’s so weak. It’s a light cc. It used to glitch everyone affected in the dev build and it was the worst shit you’ve ever seen

#

It was just another brainless fight opener

#

If I had to rework it I’d make it so that it can be manually detonated in mid air and the initial grab pulls everything affected towards it

royal pier
sand monolith
#

I’d like it to be useful in some way that isn’t just ā€œopen fight by using gadget.ā€ It’s AOE so you need to make sure it’s not so strong that it discourages others from playing with their team. That was one of the biggest issues with pre nerf rpg

royal pier
#

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.

sand monolith
#

Adding a counter in the form of punishment for others playing a team comp correctly is poor design

plain wasp
#

The radius of it is just too large for how difficult it is to land

royal pier
#

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.

sand monolith
#

You shouldn’t be punished for playing the way MMH / HHM meta teams play. It’s a healthy playstyle and those teams are playing well.

royal pier
#

There's nothing impressive about just sitting on each other and dumping an APS.

plain wasp
#

Holding hands with your teammates is clearly optimal

sand monolith
#

The biggest issue is that it’s 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

royal pier
sand monolith
#

Adding a CC gadget to counter teams that are playing well is very very bad design

plain wasp
#

Adding a counter to teams playing too close together

sand monolith
#

We need more viable meta team comps through the means of varied support outputs, not shutting down teams using the existing support options well

royal pier
plain wasp
#

Playing right next to each other isn't fun to play against

sand monolith
royal pier
#

Any team with a mild bit of coordination can have a Heal Beam/APS guy they just huddle around.

sand monolith
#

Hence the begs for mesh buffs

royal pier
#

I don't heavy to be pressured into a Shield monke again.

sand monolith
#

Heavy shouldn’t be a shield bot but also it should be a viable playstyle

royal pier
#

At launch it's all anyone ever demanded I play.

#

I'm fine with it being viable, I'd rather it not be optimal.

sand monolith
#

It’s not rn but mesh could still use some small buffs. Alongside a winch rework

royal pier
#

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.

sand monolith
#

Winch isn’t fine at all

royal pier
#

Any further nerfs will make it F tier.

sand monolith
#

It shouldn’t hard counter shields and it shouldn’t be unreactable. FPS games have spent forever iterating on ā€œthe hook mechanicā€ and finals goes against tons of game design work that’s been done for them

#

It doesn’t need nerfs it needs a rework. The range nerfs were stupid and the damage nerf was arguably stupid as well

royal pier
#

It's a projectile, I've blocked it with barricade/goo a good number of times. I do agree shields should block it.

plain wasp
#

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

royal pier
#

Always thaought that aspect was dumb. Shields block bulltets and explosions...but not a chain?

royal pier
sand monolith
#

A wind up and a range buff as well as being blocked by shields would be so nice

royal pier
#

Light already avoids winch fairly easily on pure reaction.

sand monolith
#

Not really

plain wasp
#

I dodged a Pyro nade off sound cue once

royal pier
#

Well, I should specify good lights lol.

sand monolith
#

It’s almost entirely in the hands of the winch user

#

Unless the light is on dash which is a dogshit spec to begin with

plain wasp
#

Buff dash somehow

#

It's crazy that they even removed getting extra speed when you get glitched mid dash

sand monolith
royal pier
#

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.

sand monolith
#

Invis has been the meta in high elo since release. It’s not a fad lol it’s been the meta for a year for light

royal pier
#

Also, most settings barely impact FPS due to the game being so CPU intensive.

royal pier
#

They're playing like it's CS/Val.

#

I love that there's so many invis lights now, easy kills.

royal pier
#

Like, significantly so.

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I've seen them sitting still at like 15m.

sand monolith
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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

royal pier
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But the old sweat mantra is always moar frames = gooder

plain wasp
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Me when xbox

royal pier
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Settings should never have such an impact.

sand monolith
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Stand still cloak should be full invis anyways though and then nerf duration

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Semi invis is another poor design choice that embark ignored years of game design on

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Almost every balance issue in this game has had years of iteration in the genre that embark completely ignored

royal pier
sand monolith
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Would also work better than what we have now