The Finals: 50 Tips Every Light Needs To Know
Get up as close to heavy as possible. If he isn't aware of how high the RPG self-damage is to the point where he won't shoot at anything that's too close, at the very least the heavy will shoot you with the RPG and kill himself with it too if you're in a pre-made stack. A great way to deal with a fully encamped or setup team is to combine your glitch grenade with your teammates over high-damage abilities such as RPGs or even the nuke, managing your invisibility.
As a light, it will always be a bit of an art. Using the visibility, you will play a loud noise that alerts enemies of your whereabouts, so you only really want to use it as you're crossing the open where you know that the enemies have a chance of spotting you. Normally, I would say you would want to make sure to have at least 75% of your invisibility recharged.
Before you commit to a fight, thanks to your small stature, the light build will always be the best build to use when you're going for stairwell climbs. In order to pull one of these off, start climbing over the railings around the middle part of the stairs. turn around start climbing again and then rinse and repeat until you are at the very top, dashing into a jump pad that being a map jump pad or the jump pad placed by a medium player will make you go so much farther, than any other method in the game other than the RPG counter that I mentioned earlier if you are taking a duel with a heavy player and you are forced to come to the fight it will be in your best interest to get as close to them as possible while trying to circle around them as Heavies are really tall comparatively the lights will appear really tiny with a really rough angle making it very hard for a heavy to track any light who gets too close and personal, much like in many sword fighting games such as chivalry or morow.
Swinging your sword will deal damage along the swing, meaning that since the sword goes from the right to the left, it will start doing damage on your right first and then to the left as the swing travels. With that in mind, you want to turn your view so you're aiming to the left of your target to shave off precious milliseconds and deal damage to them sooner.
I really can't recommend a glitch grenade enough. Your biggest priority before entering a fight as a light player is glitching as many enemies as possible. This opens up the battlefield for your teammates, but also for yourself if you want to go for a big play. If you manage to get a big glitch grenade off, you can affect two, or maybe even three, enemies.
Make sure you communicate this with your team, because this is more often than not will be all you need to win a fight over than nukes. The breach charge can be used in so many more creative ways, some of my favorites being blowing up holes and walls or ceilings, which gives you free head glitches and angles to surprise enemies, blowing up the ceiling when you're a floor under the cash out to steal it, or just disorienting your enemies as they fall through the floor and turn into pretty easy kills.
An easy way to juke your enemies with the evasive dash is by jumping out of a window or off a ledge and then immediately doing a 180 and dashing right back onto the ledge if you're holding your sword lunge animation. You can cancel it by hitting the primary fire button. You can also cancel the last part of the sword lunch by quickly swapping to a gadget and forth after doing damage or reaching where you want to go, either in order to go for another swing or to use other gadgets.
The stun gun is a great example of this, and in addition to using it for canceling revives, it's also incredibly handy to deny the enemy team from stealing the cash out. The fastest combo to get a kill on a medium player is by lunging, canceling by swapping between a gadget and a sword slicing, and the second you deal damage, you finish them off with a Quick Melee.
Despite their different heights, it's worth knowing that all builds can climb equally as high, obviously, including lights. Due to your tiny health pool, a light will never want to peak at the same angle twice as soon as one or even more enemies get the idea of where you are. Make sure to switch up your position and come back from another angle.
You can actually reload when using your evasive. Dash There's actually a technique that allows light to climb faster than any other build, and this is how you do it. start a climb, let go of the forward key, and hold the sideways input during the end of the climbing animation. Jump and then hold forward when compared to full speed.
It will look like this, and now let's go over some tips from Cersei, a competitive finals player and a light wi, but before that. I would just like to thank all of you guys for your support with the subscribing and the likes on recent articles. It really means the most, but anyway, let's go over the tips from Cersei.
Some weapons, especially the ones like the Mac 10, have a really long chamber animation, meaning you'll want to reload at any point before running out of bullets to ensure you don't have to sit through that animation. The taser can be used a lot farther than you really think, especially with the buff.
12 m is really far. Get comfortable with learning to combine your melees with the rest of your kit since your entire play style should revolve around bursting someone down with damage. Sometimes you need that extra kick from Melee to finish them off. A large part of your role as a light other than securing kills is doing recon work.
Communicate vital cooldowns to your teammates, enemies, positions, rotations, and setups.