Nuke & Defib Nerf. Recon Is Gone. Huge Gadget Changes. Full Patch Breakdown 2.0.0 - The Finals
E-nukes and Snooks said explosives will become unarmed. That's really that's a really that's a really interesting change so there's going to be a little bit of lag time when you throw it if you do decide to use nukes when the player lets go of the carried object a rearming timer for the explosive starts this solone right here makes nukes almost completely, unusable but let's see what else they got in the chamber for us the explosions, from C4 breach charges and all mines that detonate while unprimed now deal 20% of their original damage, reducing the health value of propane tanks from 250.
Yeah, that's the final nail in the coffin. Nukes are, for sure, finally dead now. Moving on to the defib, we added a functionality that caused revived players to gradually rematerialize. Into the level over a period of 3 seconds before fully loading back into the arena, increased charge-up time from 0.6 seconds to 0.8 seconds, and increased the starting health from a defib ref5 from 40%.
To 50% so I would consider this a little bit of a Nerf and a rework at the same time rather than instantly resing your teammates you're going to have to wait a couple of seconds for them to load back up into the game so during that process I'm assuming it's all handsfree, you don't have to worry about it once you defib them they're going to start loading back up the only problem with that is that if you do it out in the open your teammate is basically a Sitting Duck so this pretty much forces the teammate to take the statue into cover then defib versus def fibbing right in front of the enemy's face which I thought, wasn't fair in the first place it's basically getting a free revive and a free chance at winning an engagement.
Fix an issue that made dispersion almost identical regardless of what state the player was in, increase projectile dispersion in all non-aiming states, reduce projectile dispersion when aiming down sights, and increase zoom in time from 0.2. Seconds to 0.4. Seconds increase equip time from 0.45. Seconds to 0.5, seconds increase unequipped time from 0.35.
Seconds to 0.4 seconds now, depending on how big that dispersion is, this could be a pretty big Nerf, but we're just going to have to wait and see how it plays out and how much that aim will vary as sonar grenades are moved from the medium archetype to the light archetype. I think this is a fair change because lights were always meant to be a scout class, and what better way to scout than with the sonar grenade?
The tracking dick will also be moving from the medium archetype to the light archetype, decreasing dispersion in most movement states by 50%, increasing accuracy by decreasing dart dispersion while aiming down sights from 30% to 10%, and adding force feedback for controllers. Now, with the complete removal of Recon, I'll get into that a little bit later.
I think tracking darts will have more of a place in this game. We had Recon, so there wasn't really any need for tracking darts since you could just equip that as a specialization. And you could fill the gadget slot with something else, but now that it's moved to light, you have a class that can get in and out of situations, very quickly hit a target with a tracking dart, and then get out of there so your team can see exactly where the enemy team is.
I definitely think we're going to see a lot more tracking dart usage in the game, depending on how far its range is. I think you're going to see a lot of lights paired with a sniper rifle, so light is getting a lot of love here with a buff to the vanishing bomb, increasing the grace period on teammates from 0.75.
Seconds to 1.25. Seconds increase total cloak duration on teammates from 6 seconds to 7.5 seconds; seconds increase total cloak duration on users from 5 seconds to 6 seconds; now onto specializations. With Recon senses removed from the assessment, we've concluded that Recon senses have been detrimental to the game at large and have decided to put them out of play for now.
May return in some new form down the line but only after a major rework, now this is my opinion here so don't, hate me for this but I strongly think that wall hack should not be a part of any FPS shooter just an unfair Advantage plain and simple you are essentially getting rewarded for taking absolutely no risk with Vital Information, you have a little rework to the metes shield I wouldn't call it a Nerf or bum off with increased cool down on fully depleted shield from 12 to 15 seconds increased starting Health after full depletion from 200 to 250, seconds now on to the weapons akm, decrease damage fall off minimum range from 35 M to 30 m decreased damage fall off max range from 40 m to 37.5.
M decreased the damage fall-off modifier at the maximum range of 67% to 55%. Yikes, this definitely sounds like a nerf to me. Moving forward, the damage fall-off modifier decreased from 67% to 55%. Which is fair; I mean, you could beam someone literally from the other side of the map with that gun.
The Lewis gun updated the weapon recoil pattern to be slightly less accurate over time during sustained fire. I really hope this doesn't change it into the M60, regardless I'm going to be using the ls gun because of the iron sights but if there's any pay to win skins for the M60 I just might consider hopping onto that gun and if you didn't already think the M11 was shredding it has increased accuracy by decreasing bullet dispersion when firing from the hip it's going to shred play and simple the M60, updated weapon recoil pattern to be slightly more accurate over time during sustained fire increase accuracy by decreasing bullet dispersion while moving when firing from the hip increase accuracy by decreasing bullet dispersion while moving when firing while aiming down sights decrease accuracy slightly by increasing bullet dispersion while standing still when firing while aiming down sights, depending on how good that recoil pattern is and depending on whether or not I feel like I have Parkinson's while shooting that gun I think I think this just may be enough to make me use this instead of the Lewis gun the r.
357 aka, the medium shotgun, increased the damage fall of modifiers at the maximum range by 33%. To 45% throwing knives increased projectile speed from 120 m/s to 138 m/s. I'm going to say it right now throwing knives will be a top pick from this because all it needed was a faster projectile speed and they would be nasty and that's what we have here and lastly the xp5, 4 decrease accuracy by increasing bullet dispersion when firing from the hip in most movement states that sure as hell is a good thing because I aim down sights most of the time anyways to shoot that weapon and the only time I literally use hipfire on it is when I'm so close to the opponent I'm literally dry humping them great changes overall no Nerfs or Buffs that are too intense that'll make the weapon unusable, but most of these seem like pretty balanced changes the only three outliers I see is the M11 the M60 and throwing knives I think two of those three just may enter the meta and to be honest M11 is already one of those two they added new levels with rewards to weapons gadgets and specializations.
Equipment mastery & gameplay
This is great for glitch grenades.