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You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games hereThe Finals Season 6 is here! Embarks newest chapter introduces a new map as well as brings back Team Deathmatch as a permanent mode. In conjunction with the chapters launch, Embark has shared The Finals Season 6 patch notes, and they detail a slew of weapon buffs, nerfs, and fixes.The Finals Season 6 patch notesBelow are The Finals Season 6 patch notes:Balance ChangesGadgetsAPS TurretDecreased damage taken per projectile destroyed from 40%to 31.25% of total health, meaning a full health APS can now block 4 projectiles instead of 3Dev Note: APS usage has dropped considerably since we moved to having blocked projectiles consume the deployables health. This change nudges the APSs power slightly, hopefully making it a slightly more popular choice than it is todayData ReshaperDecreased ammo count from 3 to 2Dev Note: In the last round of buffs for the Data Reshaper, it became a very effective counter to Specializations like the Guardian Turret and other long cooldown deployables due to its improved usability. The cost of using the Reshapers ammo, versus how long it could make the opponents Turret unavailable due to cooldown, didnt feel balanced With that new usage, the cost to use the Reshaper (up to the full duration) was minimal. By lowering the maximum ammo count were hoping to even things out.Glitch GrenadeDecreased the fuse time from 1.8s to 1.5sDev Note: This change should help Glitch Grenade feel more responsive, and slightly more desirable to use.Gravity VortexIncreased the maximum duration of the vortex from 8s to 10sIncreased the minimum duration of the vortex from 5s to 7sDecreased throw velocity from 16.5m/s to 15m/sIncreased projectile gravity modifier from 1 to 1.7, giving the projectile a steeper arcTherefore, maximum throw distance decreased from around 29m to around 15mDev Note: Weve felt the Gravity Vortex has been a little underused versus what we would expect, these changes aim to buff its impact slightly while avoiding scenarios where it might be thrown as a longer ranged grenade rather than be used as a trap.Tracking DartIncreased tracking duration on targets from 10s to 13sDev Note: This is a small buff for the Tracking Dart to hopefully make it slightly more desirable as a Gadget pickArena CanistersExplosive CanistersReduced the fuse time of the Explosive Canisters, so they will detonate sooner and more reliablyDev Note: The previous fuse time for Explosive Canisters was set a long time ago, in part because the canisters did more damage back then and also because we liked some of the random impact wed get from them bouncing off of walls. Today though, with their lower damage, we feel the longer fuse time was just hurting usability and reliability, especially for new players.SpecializationsCloaking DeviceIncreased Cloak Max Blend from 1.5 to 1.75, making cloaked players slightly more visible to othersIncreased Delay Before Transitioning Into Cloak from 0 to 0.5s, increasing the time it takes to for a player to disappearIncreased the First Person Cloak Multiplier from 0.9 to 1.0, meaning the cloaking effect in first-person view will more accurately represent the cloaking effect seen in third-person viewDev Note: We know that some players find the Cloaking Device very frustrating to face since we increased its duration, but we really like that the previous changes to it pushed it more towards giving players a sneaky style of play, rather than using it for straight-up evasion in combat. To try and address player feedback, while retaining this playstyle, these changes have been made to make Cloaked players more visible when moving, hopefully nudging them to use it even more as a hide and seek style of play, rather than something more run-and-gun.Winch ClawIncreased max range from 10m to 12mAdded scaling of the stun duration versus Weapons and Gadgets, based on the distance to the target player, meaning long range hooks stun for slightly longer than short range hitsIncreased the maximum Weapon/Gadget stun duration on targets hit at max range from 0.55s to 0.65sAdded minimum Weapon/Gadget stun duration on targets hit at min range (3m or less) of 0.3sThe Winch Claw stun effect changes described here impact Weapons and Gadgets only. Specializations are always impacted for a fixed stun duration, which is a different value. That value is unchanged from what it was before.Dev Note: We feel the last round of changes we made to the Winch Claw were maybe a little too aggressive and limited the use cases for it, as a result, weve buffed the ranged capability this time around. To offset this, weve made the micro stun duration for the Winch Claw more dynamic, adjusting its duration based on the range of the pull. We think this will make the Claw slightly less frustrating for players hit by it, while at the same time buffing the range for Winch Claw players.WeaponsAKMImproved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movementDev Note: This is purely a quality of life change to make the weapon feel nicer to use.CL-40Increased the size of the inner blast radius radius from 30cm to 60cm, meaning it should now be easier to do maximum damageIncreased the speed of the grenade projectile from 35m/s to 42m/sDecreased the projectile gravity modifier from 1 to 0.9, giving projectiles a slightly flatter arcDev Note: The CL-40 feels slightly underused to us compared to other weapons, so this is a small buff in its effectiveness to try and make it more desirable.DaggerIncreased damage of regular attacks from 50 to 60Increased the damage of non-backstab secondary attacks from 50 to 75Damage with backstab secondary attacks remains at 320 damageDev Note: This small buff to base damage is intended to make the weapons attacks, other than backstab, slightly more viable for combat in certain situations.FAMASImproved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movementDev Note: This is purely a quality of life change to make the weapon feel nicer to use.FCARDecreased recoil intensity for bullets 5-7 in the firing sequence, making the weapon slightly more stableDev Note: This is a very small improvement to the FCARs recoil pattern, without changing the overall pattern, with the goal of making the weapon slightly more steady and easier to use early in the firing sequence.KS-23Decreased pump-action duration from 0.82s to 0.7s, allowing the gun to fire faster.This change effectively increases the KS-23s fire rate from 73RPM to 85RPMDev Note: This small buff is aimed at improving the usability and competitiveness of the weapon.LH1Decreased damage from 46 to 40Dev Note: The LH1 has been a very strong performer this season, even at closer ranges, which we didnt fully intend it to be. This change to its damage is aimed at addressing that and also bringing it more in line with other weapons performance.M11Increased damage falloff max range from 15m to 17.5m, giving the weapon a slightly longer effective rangeDecreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at rangeDev Note: The M11 has been outperforming a number of longer ranged weapons, which was not intended. This small adjustment should make it slightly less effective at longer ranges, but increase the effective range slightly.M60Increased damage from 19 to 20Increased damage falloff max range from 32m to 35m, giving the weapon a slightly longer effective rangeIncreased damage falloff multiplier from 0.4 to 0.5, meaning the weapon now does slightly more damage at rangeDev Note: Compared to the Lewis Gun and ShAK-50, the M60 has been underperforming. These buffs aim to hopefully bring it closer to those weapons in its effectiveness.Pike-556Decreased damage falloff minimum range from 50m to 45m, giving the weapon a slightly shorter effective rangeDecreased damage falloff max range from 55m to 50m, giving the weapon a slightly shorter effective rangeDecreased damage falloff multiplier from 0.85 to 0.75, meaning the weapon now does slightly less damage at rangeSignificantly reduced the amount of visual recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicatesDev Note: We want to bring it back in line with other weapons and we feel these reductions to its effective range should help achieve that. We also noticed it had a stronger visual recoil than other weapons, which has been reduced to make playing the weapon feel slightly nicer.SA1216Decreased pellet count from 13 to 12Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective rangeIncreased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective rangePellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pelletAdded a new element to the ammunition HUD that shows the number of feed modules the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.Dev Note: The SA1216 has been a strong performer for some time now, including being effective at slightly longer ranges than wed intended. This changes lower the overall damage potential of the weapon, especially at range, but to preserve some of the feel of the weapon weve slightly extended the effective range to somewhat offset the damage reductionXP-54Increased damage from 16 to 17Increased damage falloff minimum range from 20m to 22.5m, giving the weapon a slightly longer effective rangeIncreased damage falloff max range from 30m to 32.5m, giving the weapon a slightly longer effective rangeDecreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at rangeDev Notes: In Season 5 the XP-54 has underperformed compared to weapons like the M11, this change aims to address that.Content and Bug FixesAnimationMade all transitions to aim down sight while sprinting feel much smootherQuick Melee animations now show properly while vaultingFixed an issue where melee animations could be missing or look incorrect while attacking during the motion of swapping to an itemFixed an animation issue when reloading prior to interacting with Cashouts and statuesFixed an issue that caused reload animations to continue while being pulled by the Winch ClawFixed an animation issue that could occur when players are pulled by the Winch Claw while vaultingFixed an issue where interrupting looped reload animations could look incorrectFixed an issue where the spawn animation would sometimes not trigger when spawningFixed an animation issue when deploying weapons after performing a ledge catch motionThrowing knives will now always play the standard deploy animation in between shots to avoid disorienting motionsAdded animations to several primary weapons available for purchase in the customization menuFixed an animation blend issue when transitioning from a ladder straight to vaultingFixed an animation issue which made the players arms look strange while throwing a Goo Grenade with certain skins equippedFixed an issue where players would see static legs in first person or other players stuck in a death poseFixed an issue with single fire weapons that could lead to being stuck in infinite reload animationsFixed an issue with the Recurve Bow clipping into the camera when vaulting on objectsFixed an issue where the characters fingers could blend badly during the slow motion sequence in the end of a roundFixed an issue where the players animations could freeze when trying to interact with something immediately after a successful interaction was just completedMade animations flow more smoothly when going from a vaulting animation to a firing sequence or aiming down sightsAudioReset the players Music Playlist to play the Season 6 Soundtrack, for a fresh introduction to the new theme and vibe. Players can easily turn it back to their preferences again through the Playlist menuControllerFixed Unbound text that was shown in the inventory HUD when the Equipment Cycling gamepad preset was being usedGadgetsAPSFixed an issue where, if the APS Turret was attached to a liftable object and was being carried by a player, a sphere of invisible collision would block all bullets being fired near the APSDev Note:This change is a bug fix to collision and will not affect the gameplay of the APSGravity VortexCustom skins now stay applied when thrownGameplayInteractions with statues and Cashouts should now be much less likely to be incorrectly interrupted at the start of the interactionAdded Sorry as an emote optionDev Note: Sorry for taking so long!Free-fly camera now ignores camera direction, meaning pressing the spacebar will always make the camera ascend vertically relative to the mapFixed carried objects sometimes incorrectly clipping into the player head when held above the playerFixed issue where the players held weapon was slow to start firing after dropping an objectPlayers using invisibility will now be uncloaked when directly hit by the flamethrowerFixed a rare issue where players would lose respawn tokens when being revivedFixed issues with enemy outlines sometimes not having the correct colorFixed an issue where players could enter a flying mode after a ladder interactionFixed an issue with autosprint not triggering after respawningCrosshair is now disabled correctly when emotingFixed a rare bug where outlines would show up as friendly on enemy contestantsGrenade throwing is now properly canceled when interacting with itemsFixed issue where using the last ammo of an item and picking up an object directly after would always make it drop againPotential fix for a stubborn issue where Aim Down Sight suddenly stopped workingFixed an issue where players could have the wrong item equipped when respawningGame ModesGeneralGameshow Event duration is now shown in the HUDFixed a bug where players would not be able to pick their full loadout selection when backfilling into a matchResolved issues where vaults spawning mid-game would not be highlightedBank ItRemoved Bank It from the Quick Play menu for now as TDM takes its place. Bank It will still be available in Private MatchesDev Note: Bank It is unfortunately our least played mode and often struggles with a very small population of players due to that lack of popularity. With the addition of TDM to the game, which has similar gameplay but has proven to be much more popular, we feel now is the right time to take Bank It out of rotation, to make sure we dont split the playerbase between too many modes. Bank It will remain available in Private Matches and may return for events in future, but to ensure the best quality matches across our modes, it will no longer be a base game mode.Ranked CashoutUpdates the scoreboard and Tournament overview screen in Ranked Tournaments. Previously shown information such as the seeding of other teams, other players Rank Score, or other players gameplay scores (such as combat score) will not be presented to players before or during the match. This change is intended to prevent previously-seen behaviours where teams would use this information to target/avoid specific opponents, and would monitor the status of opposing players through the leaderboard instead of scouting physically. And so, players will now need to use scouting or learn from past encounters to gain more information about opposing teams, as originally intended. Ranks and seedings will be shown to players after they are eliminated from the tournament.TDMTDM added to the Quick Play menu as a base modeNow available onFortune StadiumSeoulSYS$HORIZONLas VegasKyotoSkyway StadiumRevamped visuals for the HUDPlayers are now forced to spawn after being dead for an extended period of time, to prevent griefingCashoutFixed an issue that could occasionally cause teams to respawn too close to objectivesPower ShiftGoo no longer slows down the platformSlightly adjusted the speed at which the platform moves based on the amount of players on it1 player: 8.33% faster2 players: 3.33% faster3 players: same speedDev note: Goo slowing down the platform in Power Shift was a mechanic that a lot of players didnt know about and could inadvertently hinder you and your team. The concept of weighing down the platform could potentially be an interesting dynamic element, but we feel its more important that the platform and its locomotion are more reliable and intuitive than anything else, hence the removal of this mechanic.We see that quite a lot of Power Shift matches get stuck near the middle of the platforms route. By slightly increasing the speed for 1 and 2 players on the platform, we hope to see a more dynamic back-and-forth along more sections of the path.Slightly adjusted the path in Skyway Stadium near the Medical Center so the bridge no longer clips with the platform when openMapsTerminal Attack TutorialFixed issue where players could throw the goo barrel out of bounds and brick the tutorialGeneralUpdated the collision of industrial beams to better match their visualsMade it possible to vault on and have Goo interacting with the pillars of outdoor liftsElevator doors are now able to be destroyedSlightly increased the distance that the map border effect becomes visible, making it easier to see to players approaching the edge of the playable spaceFixed issue where doors could be opened by walking backwards into themBernalFixed visible seam in landscapeFixed a gap in one of the roads for better traversalFixed issue where gadgets could be moved underground when attached to the corkscrew platformKyotoPerformance improvementsFixed an issue where players could get stuck between a rock and a hard place (a wooden beam) below the Cliffside buildingLas Vegas StadiumThis new version of Las Vegas comes with a total rework of destruction to help optimize the map furtherSYS$HorizonFixed shadow rendering issues on buildings for improved visual clarityMade minor adjustments to the voxel bridge connecting the Art Gallery and Library so players can smoothly walk up the stepsFixed an issue where the glitched visuals around trees would block projectilesSkyway StadiumFixed a floating signFixed an issue with flashing lights under an elevatorPlayer CustomizationThe Multi-Mood Mask and Affection Display cosmetics now work with body paintThe Wise-Wing Jumper poncho now has cloth-like propertiesFixed an issue where the characters hands and props in the Player Card would misalignSlight visual improvements to Player CardAdded new weapon animations in the customization screenFixed weapon inspects and deploy animations that would occasionally reset to default after being customizedPrivate Matches & SpectatorAdded the ability to manually configure team compositions in the lobbyAdded the ability to change Arena even after the lobby has been createdPrivate matches no longer wait for spectators to successfully connect to the match before startingAdded the ability to choose map condition, map variant, and mid-round event from the private lobby menuAdded Team DeathmatchThe info bar at the bottom of the screen for dedicated spectator in private matches has had a facelift with some QoL changesFixed an issue where squad names were not being randomised properlyRenderingFixed an issue that caused distant contestants to appear blurry and smear in movementSpeculative fix for missing gas from gas grenades and mines after being out of viewFixed the look of the sniper bullet trail to be less thick and bright,returning to the original and intended look.SettingsAdded a separate category for spectator keybinds in the Settings menuSpecializationsBlocked the ability to pick up objects during the slam in ChargeNSlamFixed an issue where an excessive amount of healing completed sounds would play when swapping targetsStability & PerformanceFixed many of the most common crashesAdded GPU Utilization to the in-game performance overlayUIAdded the ability to inspect weapon skin animations in the store and weapons customization screenRemoved Ranked Score from the Player CardImproved and expanded Rich Presence in the Friends list to better display the current status of friends and the status of their partyVoIP now correctly displays the players name next to the speaker icon while talkingBuild number now displays in uppercase monospace font for better clarity and separation of lettersFixed double notifications when someone is kicked from a private match lobbyFixed issues where the player would lose input focus when exiting out of the settings menu after being respawnedResolved issues where progression on items would incorrectly show that they were leveling up in the end-of-round screen even when they had already reached max levelFixed the club tag appearing in the wrong color in the event logFixed an issue where rewards could remain on the screen until the end of the reward summary sequenceFixed an issue where the wrong items and characters could appear in the main lobby screenVFXMade the spawn sequence shorter and less intrusive to reduce the time when running blindWeaponsGeneralUpdated many of the weapon overview statistics to improve consistency of stats across weapon types.FlamethrowerFixed issue where Flamethrower would sometimes visually merge together with other items, making both unusableSightsHolographic:ARN-220AKMFamasCB-01LH1M60Lewis GunM11XP-54MatterLooking Glass:ShAKARN-220AKMFamasFCARCB-01LH1M60Lewis GunXP-54MatterModel 1887Adder Reflex:ShAKARN-220AKMFamasFCARCB-01LH1M60Lewis GunXP-54MatterCompact Reflector:ShAKARN-220FamasSCARCB-01XP-54Security and Anti-cheatImproved messaging for AHK violationsRefined detection systemsImplemented hardware bansFor more The Finals, check out our guide to thebest weapons in the game ranked, and we also have a guide to thebest gadgets. In addition, we have a guide to thebest FPS settingsto help you win matchesalong witharanking of the best classesin the game.The FinalsPlatform(s):PC, PlayStation 5, Xbox Series S, Xbox Series S/X, Xbox Series XGenre(s):Action, First-Person Shooter, ShooterRelated TopicsThe Finals Subscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share