R. I. P. Stun Gun. Huge Glitch Grenade Buff. Plus More Free Rewards. Patch 2.6.0 - The Finals
Patch overview
Nope, it's not clickbait in patch 2.6. There have been huge changes to the stun gun and glitch grenade, which will drastically increase one's viability while decreasing it, but that's not all. We've got a response and update to the cheating problem currently plaguing the finals, significant rank changes, as well as an explanation of how the ranking system works (the spoiler alert is still kind of vague), two new battle pass pages along with a ton of free rewards, a major update to private matches, and the addition of a brand new game mode called Terminus.
And so much more if you find this article informative. Also, subscribe for all things finals.
New game mode: terminal attack
First, we have the new game mode terminal attack; it's a 5v5. In single-life attack and defend mode, in which each team takes turns trying to deliver the encryption key to the terminal, there's no healing, no revives, and you only have one life.
Yolo players can only generate up to 100 health, and your gadgets, most importantly, don't regenerate at all, so you're going to have to really think about when and where you decide to use them. You can now play terminal attacks on the map Horizon. Monaco and Las Vegas, you know, I'm really happy that they're adding these game modes, allowing the player base to have more options when hopping on as well as to keep things fresh.
However, to be honest. Siege-type game modes aren't really my thing, but on the plus side, we've got some gorgeous cosmetics here associated with the event, so there is definitely some incentive to play it up.
Embarks response to cheating
Next, we finally have a response to all the rampant cheating in the finals. To sum it all up, they basically have a full team of experts whose full-time jobs are centered around the antiche.
They just want you to be aware that they are actively trying to counter the cheaters. I'm going to make it a priority in my day to ruin yours; that's a promise. In my opinion, this is a huge step in the right direction, and it's also a deterrent for all those who think no one is watching. Because now we all are, it's a great step in the right direction.
In my opinion, in a genre that is plagued by this issue, let's go ahead and move on to the next subject.
Balance changes for gadgets
Starting with balance changes, the barricade is now 20% larger. But not the way you think the barricade is higher rather than wider now making it impossible for you to shoot over the top which in my opinion cuts the barricades versatility in half be that now the barricade is pretty much only used for defensive purposes, like barricading an entire door or filling up a gap in a wall with the exception of light maybe being able to hop through the tiny Gap but you won't be able to use it offensively because you can't see over the damn thing I personally don't see this as a buff I kind of see it as a Nerf and I'm going to go ahead and say it this was a change no one asked for but maybe the dev sees something that I don't so I'm going to give this time and see how it plays out now the glitch grenade, this is huge the glitch effect will now pass through mesh and Dome Shields when the grenade hits the Dome shield on impact, everything within its radius will be glitched with the upcoming Nerf to stun gun I'm about to go through this definitely brings some viability back to light that has been removed with those changes and make Powers shift game modes a lot less lopsided.
Because one glitch grenade thrown on the point can literally render an entire team defenseless. Now, without further ado, let's move on to the stun gun, which has its maximum travel distance increased from 12 to 16 m, but there is a huge butt, so you can now use your specializations, gadgets, and crouch, and more importantly, aim down sights when you are stunned, thus taking away almost all the versatility this gadget had to offer.
In my humble opinion, the only thing that was keeping the light alive was the fact that the enemy that you stunned could not ads now any heavy or medium with somewhat decent aim or an RPG who you stun will most definitely kill you. It doesn't even matter how far you can stun them because, again, your opponent can now aim down their sights.
All the gun essentially does now is make your opponent slower and interrupt interactions. The only redeeming quality this would have is if the turn speed is also slowed along with the movement, because then I can see some utility in the gadget if the player shoots the opponent in the back. I personally think this change was overkill, and at the very least they should not have added the ability to aim down sights.
However i haven't tested this out in game yet, so hopefully this could push players to different play styles rather than just switching entirely to a different class, because right now it seems like you're taking a lot more away from lights than is given, which is kind of being at the class while being fun to play, which is still one of the weakest classes in terms of team synergy.
Just because light is picked a lot doesn't mean they win a lot I was honestly hoping for some sort of grapple hook buff being that this specialization, hasn't even been touched since the launch of the game but maybe that could be coming next week who knows and I'm going to apologize in advance for this but we have yet another slight Nerf to the vanishing bomb which decreases, the impact of cloaking effects and will make players a little bit easier to see which I'm going to say right now is not a bad thing because no matter what graphic settings I have they are standing still the player is completely invisible, with no way of seeing them and yes I know they're sound cues but when the opponent is literally within a 10ft radius of you how do you know if he's behind you in front of you by your side the sound really doesn't narrow down the position of your opponent.
However, with that being said, come on, Ambar, if you're going to take something else away, allow lights to not feel like they're constantly getting punched in the nuts with every patch. Yes, the glitch grenade buff is a step in the right direction, but this class just needs a little more and is moving on to specializations.
The cloaking device is also getting the same treatment as the vanishing bomb, making this a specialization. Extra, because why use it when you can use Dash and a smoke bomb with an incredibly low refresh and invisibility duration? Moving on to weapons, we are seeing another change to the F car.
Specializations & fcar changes
I'm not going to call it a Nerf or buff because yes, the weapon now has a decrease in damage from 25 to 22, but has an increase in the magazine size from 20 to 25, and along with that, it does slightly more damage at range with the fall-off damage multiplier increasing at the max range from 50 to 55%.
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