Famas Is Now Meta. Fcar Nerfed. Major Ranked Progression Bug. Patch 2.2.0 - The Finals

Patch & article overview

Patch & article overview

So we meet again another week, another Nerf, but don't worry, we've got major buffs to all the new weapons, allowing the Famas to fill in the power vacuum that the F car left. Behind this week's patch, we've got cash out being added back, the removal of unranked tournaments, and a new LTM called Bunny Bash Battle Pass.

XP balance changes Quest XP buffs, and lastly, a major bug and flaw in our new rank system that you all need to be aware of, and I'm not talking about the fact that we just can't see progression. It's a small button for you, but it means the world to me. Also, subscribe for all things finals. Let's cut the time and jump straight into it.

Pc display names switching to embark ids

First things first, Embark is planning to switch all PC display names to Embark ID soon to make connecting with your friends a little easier. If you want to make any changes to your Embark ID display before the switch, you can do so by going to the Embark portal. These changes will not cause you to lose any progress or friends on your social page and will not effect Council players at all now on the weapon balance changes.

Weapon balance changes

Weapon balance changes

Let's be honest, the one we all came here for and the one you guys probably skipped is probably going to do a number to my ad revenue.

But first, we have the KS23, a heavy shotgun. Here's some footage of the changes in the background for both aiming down sights as well as hip fire, so you guys can see what I'm talking about: we have an increase in fire rate from 55 RPM to 73 RPM. Decrease player damage from 120 to 100. Increase environmental damage from 600 to 700.

Increase the pump action animation duration from 0.6 seconds to 0.7 seconds. Increased damage falloff starts in the range of 15 M to 18 M. increase the damage fall and range from 50 m to 23 m; increase the damage fall of the multiplier at the maximum range from 0.4 to 0.6. Meaning it does more damage at range, increasing projectile speed from 200 M to 300 M means players need to lead targets less now decreased spool dispersion when firing from the hip while crouching, standing, and running, making the weapon more accurate and reliable.

advanced tips

So I'll admit the shotgun feels multitudes better than it did before the patch from close to mid-range. If you're aiming down sights, it's pretty much hit scan, being that there's very little leading you need to do when firing the weapon, but obviously at farther ranges you're going to have to lead your shots, but I doubt any of you will be trying to snipe with the shotgun.

The hip-fire is good, but it is still not as consistent or powerful as the automatic shotgun as it should be because they both serve different purposes. The major benefit I see with the KS23 shotgun is the fact that now we can quickly shoot three shots into a wall or floor and breach Target locations.


This is absolutely huge because for those of you who are relying on C4 to perform that task, you can rely on the KS23. Instead of potentially replacing C4 with something that is more appropriate or useful for your team's comp, my only concern is if players are willing to take the very little time needed to be efficient with this weapon or if they will stick with the easy-to-use SA1 1216.

Because if you're willing to sacrifice the environmental damage that the KS23 can offer, you still have an easy-to-use S-tier weapon that can shred through any class. I'm actually very interested to see how the heavy meta plays out in the next few weeks next we have yet another Nerf to the fcar with adjusted recoil pattern to make the weapon slightly less easy to control as you can see in the background footage decrease the damage fall of multiplier at max range from 0.67.

full release

To 0.5, meaning it does less damage at long range, in my opinion I don't think it needed the damage fall of multiplier to be lowered any more than it has been because it is indeed, an assault rifle and if you're using appropriate cover and not running in a straight line from far range no matter what anybody tells you it is very hard to beam somebody at the range as you used to be able to as for the new recoil pattern I don't think it's that bad however the F car is a weapon that rewards a player for accuracy and punishes them for missing their shots, this is because of the small magazine, size but that being said if it's not going to be effective and just about the same rages, as the akm, why not just use the gun that has the bigger magazine size If both recoil patterns are similar in difficulty, where does that leave the F car when compared to the akm with its huge margin for error at optimal ranges and when compared to the newly buffed, and I'm going to say it right now, metapas?


with ranges that can now far exceed the F car as well as essentially, horizontal recoil it doesn't really allow the F car to shine in just about any area but I only can speculate so much we're just going to have to wait and see how it plays out next we have the Famas and as we mentioned before we have a new recoil pattern as you see in the background footage with an adjusted recoil pattern to make the weapon slightly easier to use and I'll tell you right now after playing with this weapon literally half asleep because I needed to get footage for this article before heading into work the word slightly, is a bit of an understatement, this weapon is meta period it is just as accurate and easy to control as the F car was in its prime with the range to match and as you can see with this game play, enough said now we are on the 93r.

With an increase in the fire rate from 240 to 260. RPM, in the background footage here you'll see the new fire rate. I can feel the difference, but I can't really visually tell the difference, and after using it in a few matches. I can say it'll give the v9s a run for their money, but in my opinion, the v9s are still better and more efficient to use.


What I mean by efficient is that once you eliminate a target, you can stop firing immediately with the 93r. You are forced to shoot three bullets from your magazine. Even if you only needed one to two bullets to down your target, this will drastically decrease your ability to get out of an engagement against multiple targets alive, being that you are most likely going to have to reload after eliminating one.

And lastly, we have the glitch trap and grenade effect reduced from 10 seconds to 5 seconds, which is a fair tradeoff for the ability to nullify mesh or dome shields on impact. This is just my opinion, but in terms of weapon balancing. I think that when you start nerfing everything that is powerful in the game rather than bringing other weapons up and in line with those weapons, you will create a power vacuum.

Welcome to the ultimate breakdown of Patch 2. 0, where game-changing updates have reshaped the meta landscape! In this comprehensive video, I delve into the pivotal changes, including the rise of FAMAS as a dominant force, the FCAR nerf, and the alarming discovery of a major ranked progression bug. Whether you're a seasoned player adapting your strategies or a newcomer seeking to understand the latest developments, this breakdown is essential viewing.