Don’t apologize to us! I’m a diamond 3 sword light and I’ve never used emote cancel. It was supposed to be removed from the game and I think it should be. I don’t need anything in return to drop a 20 bomb, however I would love if they just fixed the bug that doesn’t let you land hits with the sword when falling. I honestly think they could even nerf the lunge attack to 125, this would still kill lights and mediums in two hits, but make heavys harder to kill which I think they should be.
@@andres2625_ competent heavies are a multiplayer equivalent to dealing with heavy enemies in single player shooters on nightmare difficulty except they really know what they're doing. you can kill them sure but its going to be harder when you try to straight up duel them. they have RPGs and/or grenade launchers to open splash the high capacity lmgs or close range weapons make them either generally dangerous or keep distance. as for their sustain they have dome and mesh shields as extra armor and barricade for cover. the situation changes when they have a healer you have to go kill the healer then the heavy you got grenades, glitch and stun as your tools to help but glitch needs coordinating and stun is gutted a bit too hard as of the moment with ability use allowed
I feel like AKM is more closer to FCAR after the FCAR nerf. FCAR advantages as you said, is the holo sight and maybe just a little better TTK, but AKM has the recoil advantage so it's more reliable on medium to long distance, and the extra bullets make you better on destroying utility. I would say now that they are on the same level
i must have missed something cuz the akm is the one with the back and forth horizontal recoil. how is that easier than the fcar that recoile up and slightly to the right, making it a much easier gun to control?
@@andres2625_ no diss but if you think the AKM recoil is what’s keeping it under the FCAR, you’ve got a skill issue. horizontal recoil isn’t much different from the recoil of the FCAR bc simple strafe movement with minor adjustments cancels this out. i.e: someone is on your right so you ADS and shoot while strafing to the left and track the opponent. i win majority of my fights against FCAR players with this and im a Plat 1 player
@@VonLuciid but then ur strafe becomes predictable doesnt it? and what about situations where u wont be able to strafe? like if u up against a wall so u cant strafe in that direction, or your in the air, or using a zipline? i agree its a skill issue since its harder, but dont tell me its easier than fcar just because ur using strafe to stay on target
@@andres2625_ i’m not going to give you a written essay on the topic but i will tell you with experience and reaction time, this game will never be predictable 100% of the time. it will stay a skill issue if you limit yourself
Defending a point with flamethrower is super effective. It melts lights within a second. In Meta i'm not sure because i'm an average player. The new skin makes you a better flamer. It's a hidden feature.
@@user-gb9gn8vn7w Currently plat very close to diamond, but yeah, surprised you haven't heard about it. Lights are not present. Sometimes MAYBE 1 or 2 per match and they dont do much since its mostly heavies and mediums behind barricades, barriers.
Flamethrower is really good in the first 2 rounds, for the final round you need Lewis gun. Combine goo gun with flamethrower and you can catch opponents that are 20 meters away with it
Ak is IMO Bettger than FCAR and this is for a couple of reasons, the recoil on both guns is extremely easy so that shouldn't persuade your pick. But the Ak's 11 extra bullets i find provide overall more use than the FCAR's holo due to the fact that 11 whole bullets is a massive difference. Its the difference between killing a heavy or potentially leaving it at 1-2 bullets left. Its the difference between killing a heavy and a light or just killing a heavy and dying to the light. And with heavy being so meta at the moment, i do feel as though the AK just does it better. And although having the holo is nice, the ironsight on the AK is perfectly fine and along as you're good at the game wont be much of an issue. The AK just feels more consistent to me overall. Ontop of that the AK's extra bullets allow for easier destruction of utility, more spraying overall, and allows you to just overall in my opinion be more consistent and less risky when fighting not just heavy, but overall in the game. Ofc its 100% personal opinion and i think the FSCAR is just on par with the AK, but for me at least the AK has the edge over the FSCAR in my gameplay.
U talk distance as an issue for heavy but charge fixes this issue for shotgun and flamethrower u don't have to only run mesh. Charge is just as viable not only for damage but also closing distance
I feel like heavy grenade launcher is at the very least better than hammer and slug shotgun, even if i dont think its good or that im a good player. Struggles in certain positions, but splash damage and unique angles can be something of genuine value. Also breaking certain pathways - stairs for example. Should get some kinda buffs but devs are probably being cautious as this thing seems really easy to overtune... people dont like rpg hits, and thats a good precedent for how other forms of long range plash damage would be received.
edit: i like scar better atm, so below is my thoughts when struggling, always ups and downs but at fartsmell range i still think AKM has a edge due to mag size and relatively similar DPS these days (like 5% dif iirc) i do crap with the scar, maybe im bad thats fine, but honestly the SCARs recoil pattern just isn't fun. Im trying to make it work but i hate how it bounces around after 4th shot, AKM is more like a smooth curve, but i come from games without (relatively?) static burst patterns so the idea of trying to memorize exact recoil is weird to me. Love the AKM, feels way more like a beamer to me. Something i need to ask is did the SCARs recoil pattern change? i swear it used to feel way way way more verticle but the horizontal is just not working for me. Started like a month ago, early on liked it although AK is just more comfortable for my skill level.
And after maining fcar is really fun to play with medium shotgun and AK again, its fun, its has more bullets, and now with m60 and slam its really fun to play with 70 mag to be able to wipe whole team in one mag is a nice option too, ofc lewis is stronger, but in some crowdy qualification rounds cases m60 is insanely good
people hate on the cl40 too much !!! running it with gas mines makes you an area denial god and if you play around your team you can do WORK in team fights
Having friends not caring about result is really important. I learned sword because of this and another friends learn dagger. At the end of the day having fun is more important for most players than ranking.
Honestly famas outguns fcar and akm. Once you get the rhythm down and land consistent bursts it shreds. Plus it doesn’t have the damage falloff like fcar and akm.
I'm about to hit platinum as a revolver main and tbh they need to add a fanning hip fire to make it add up to scar. And give us back the long range damage drop. this update made sneaking cqb essential with wheelgun.
I use M60. The Lewis is better but i think M60 is still viable. I just like being able to charge slam into a fight and have the sustain with the huge mag to keep pumping damage till i die
I disagree with your list for the heavy and light. Gun skill and map practicality ( plenty of cover and options to close the distance) are huge factors. Why are you aiming in when playing the light u should hip fire and strafe when close (keep momentum) unless you’re sniping.
The M60 is good when you are moving. You dont feel any recoil. And I was sometimes in trouble with the LGun because I just didnt have enough bullets for teamwipe and I was cooked.
m60 with a good player i am dia and still droping like 10 kills per game with it with 7k damage per game and wining most my gun fights ever 2v1s wining with it
With the barrier nerf and the barrier change do you think goo gun could make it into the heavy's build. If you shoot one goo at the base you can do the head glitch + all the utility goo gun provides.
on paper, the ak is better. practically, however, the scar is better. the ak is inaccurate at range with the iron sight, and the fast fire rate makes it difficult to control the recoil at range. therefore the scar is a much more versatile weapon.
i must have missed a patch or something because i thought the akm had back and forth horizontal recoil. how is that easier than the fcar which has vertical and then slight horizontal recoil but only to the right, making it the easier gun to control
Not gonna lie AK has the easiest recoil I've ever seen in a fast paced shooter and I play controller bro, beams from across map zero recoil and has more room for error and usually lots of errors are made in the finals, especially going against high elo players, that's just me tho haha
I have a theory as to why light keeps getting nerfed: the devs don't know what role light class is supposed to fill. For example, medium class provides support and movement for the team, and heavies hold objectives and provide cover. Light doesn't fit into a role, so the devs are trying to find a role for it. They probably keep nerfing it so new players flock to heavy and medium and enjoy the game more because they don't get destroyed every match. A point could be made that lights are supposed to outflank the enemy and get kills, but there are a few problems with this argument. First of all, getting kills is basically useless compared to getting objectives, especially if you have a 100% chance of dying to a heavy. Suppose you get lucky and take out a medium and get killed by the enemy's heavy. The enemy team is able to revive their teammate very quickly, and your squad is down to 2 people with no chance of reviving. Lets suppose you are playing with your team, and staying close to them. You get a few kills on the enemy mediums and lights, but are useless to your team in terms of getting the objective, so you are practically useless in winning the game. So yeah, light will probably eventually receive a rework to where it is actually useful in a team comp. But thats just a theory
I just started playing The Finals yesterday so what I'm saying probably makes little sense, but coming from OW I feel like lights should fill the same role as Tracer: distracting enemies, securing kills on low targets, and basically act as a constant threat that could come out of nowhere and one-tap you. Tracer can do this because she has self-sustain and can act independently from her team, so she can quickly get in and out of fights without long downtimes. Lights lack this thing here, there are no health packs around the map so either you walk back to your medium (if you have one) and get healed or you stay still in a room until health regen kicks in. If they had better sustain I feel like they would be much stronger
they should fix the animation cancel thing on sword and give light class a proper buff. sorry sword mains but this aint it
Don’t apologize to us! I’m a diamond 3 sword light and I’ve never used emote cancel. It was supposed to be removed from the game and I think it should be. I don’t need anything in return to drop a 20 bomb, however I would love if they just fixed the bug that doesn’t let you land hits with the sword when falling. I honestly think they could even nerf the lunge attack to 125, this would still kill lights and mediums in two hits, but make heavys harder to kill which I think they should be.
heavies dont need to be harder to kill they can basically 1 shot lights
@@-j-j-chow
Rpg does 140 lmfao
@@andres2625_ competent heavies are a multiplayer equivalent to dealing with heavy enemies in single player shooters on nightmare difficulty except they really know what they're doing.
you can kill them sure but its going to be harder when you try to straight up duel them. they have RPGs and/or grenade launchers to open splash the high capacity lmgs or close range weapons make them either generally dangerous or keep distance. as for their sustain they have dome and mesh shields as extra armor and barricade for cover. the situation changes when they have a healer you have to go kill the healer then the heavy
you got grenades, glitch and stun as your tools to help but glitch needs coordinating and stun is gutted a bit too hard as of the moment with ability use allowed
I feel like AKM is more closer to FCAR after the FCAR nerf. FCAR advantages as you said, is the holo sight and maybe just a little better TTK, but AKM has the recoil advantage so it's more reliable on medium to long distance, and the extra bullets make you better on destroying utility. I would say now that they are on the same level
i must have missed something cuz the akm is the one with the back and forth horizontal recoil. how is that easier than the fcar that recoile up and slightly to the right, making it a much easier gun to control?
Akm only has crazy recoil in the start of the spray then it's easier to control than the fcar
@@andres2625_ no diss but if you think the AKM recoil is what’s keeping it under the FCAR, you’ve got a skill issue. horizontal recoil isn’t much different from the recoil of the FCAR bc simple strafe movement with minor adjustments cancels this out. i.e: someone is on your right so you ADS and shoot while strafing to the left and track the opponent. i win majority of my fights against FCAR players with this and im a Plat 1 player
@@VonLuciid but then ur strafe becomes predictable doesnt it? and what about situations where u wont be able to strafe? like if u up against a wall so u cant strafe in that direction, or your in the air, or using a zipline? i agree its a skill issue since its harder, but dont tell me its easier than fcar just because ur using strafe to stay on target
@@andres2625_ i’m not going to give you a written essay on the topic but i will tell you with experience and reaction time, this game will never be predictable 100% of the time. it will stay a skill issue if you limit yourself
Defending a point with flamethrower is super effective. It melts lights within a second. In Meta i'm not sure because i'm an average player. The new skin makes you a better flamer. It's a hidden feature.
Lights are almost non present in ranked
@@ceshadow Really? Damn what rank you playin in pal
@@user-gb9gn8vn7w Currently plat very close to diamond, but yeah, surprised you haven't heard about it. Lights are not present. Sometimes MAYBE 1 or 2 per match and they dont do much since its mostly heavies and mediums behind barricades, barriers.
Flamethrower is really good in the first 2 rounds, for the final round you need Lewis gun. Combine goo gun with flamethrower and you can catch opponents that are 20 meters away with it
Ak is IMO Bettger than FCAR and this is for a couple of reasons, the recoil on both guns is extremely easy so that shouldn't persuade your pick. But the Ak's 11 extra bullets i find provide overall more use than the FCAR's holo due to the fact that 11 whole bullets is a massive difference. Its the difference between killing a heavy or potentially leaving it at 1-2 bullets left. Its the difference between killing a heavy and a light or just killing a heavy and dying to the light. And with heavy being so meta at the moment, i do feel as though the AK just does it better. And although having the holo is nice, the ironsight on the AK is perfectly fine and along as you're good at the game wont be much of an issue. The AK just feels more consistent to me overall. Ontop of that the AK's extra bullets allow for easier destruction of utility, more spraying overall, and allows you to just overall in my opinion be more consistent and less risky when fighting not just heavy, but overall in the game. Ofc its 100% personal opinion and i think the FSCAR is just on par with the AK, but for me at least the AK has the edge over the FSCAR in my gameplay.
U talk distance as an issue for heavy but charge fixes this issue for shotgun and flamethrower u don't have to only run mesh. Charge is just as viable not only for damage but also closing distance
I feel like heavy grenade launcher is at the very least better than hammer and slug shotgun, even if i dont think its good or that im a good player. Struggles in certain positions, but splash damage and unique angles can be something of genuine value. Also breaking certain pathways - stairs for example.
Should get some kinda buffs but devs are probably being cautious as this thing seems really easy to overtune... people dont like rpg hits, and thats a good precedent for how other forms of long range plash damage would be received.
edit: i like scar better atm, so below is my thoughts when struggling, always ups and downs but at fartsmell range i still think AKM has a edge due to mag size and relatively similar DPS these days (like 5% dif iirc)
i do crap with the scar, maybe im bad thats fine, but honestly the SCARs recoil pattern just isn't fun. Im trying to make it work but i hate how it bounces around after 4th shot, AKM is more like a smooth curve, but i come from games without (relatively?) static burst patterns so the idea of trying to memorize exact recoil is weird to me. Love the AKM, feels way more like a beamer to me.
Something i need to ask is did the SCARs recoil pattern change? i swear it used to feel way way way more verticle but the horizontal is just not working for me. Started like a month ago, early on liked it although AK is just more comfortable for my skill level.
And after maining fcar is really fun to play with medium shotgun and AK again, its fun, its has more bullets, and now with m60 and slam its really fun to play with 70 mag to be able to wipe whole team in one mag is a nice option too, ofc lewis is stronger, but in some crowdy qualification rounds cases m60 is insanely good
people hate on the cl40 too much !!! running it with gas mines makes you an area denial god and if you play around your team you can do WORK in team fights
Having friends not caring about result is really important. I learned sword because of this and another friends learn dagger. At the end of the day having fun is more important for most players than ranking.
Throwing Knives are amazing. No reload, 1 shot combos and most bad ass weapon. I recommend If you like to play zooming around the map
Honestly famas outguns fcar and akm. Once you get the rhythm down and land consistent bursts it shreds. Plus it doesn’t have the damage falloff like fcar and akm.
I'm about to hit platinum as a revolver main and tbh they need to add a fanning hip fire to make it add up to scar. And give us back the long range damage drop. this update made sneaking cqb essential with wheelgun.
We played with and vs Vain! He is insanely good with a sword!
I use M60. The Lewis is better but i think M60 is still viable. I just like being able to charge slam into a fight and have the sustain with the huge mag to keep pumping damage till i die
Till all enemies explode to the coins, there is no other option XD
you aren't supposed to die as a heavy, that's the thing
I'd recommend using mesh with m60, mesh allows you to pull it up when the enemy is shooting when he goes to reload you drop it and Lazer
I think that the model with the lever sckin is beter then the ak
I disagree with your list for the heavy and light. Gun skill and map practicality ( plenty of cover and options to close the distance) are huge factors. Why are you aiming in when playing the light u should hip fire and strafe when close (keep momentum) unless you’re sniping.
Aggressive sniper!
heavy - Lewis
Medium - Scar
Light - (Bad class) XP-54
M60, rpg, and charging slam got me to diamond. All I do is spray and never let go of r2
Man says he has extraordinarily good aim and that he couldn’t control M60 recoil in the same sentence. lol
Light should have 175 health
and 2 or 3 bullets more in the mag
Light needs a buff only problem is that if you buff them you’ll have all the little rats complaining about how “shit light mains”
Im glad im not the only one who thinks the heavy auto shotty is good yes you lose range but that burst dmg
the famous is slept on and needs more recognition
The M60 is good when you are moving. You dont feel any recoil. And I was sometimes in trouble with the LGun because I just didnt have enough bullets for teamwipe and I was cooked.
I thought I was the only one with that thought lol. The M60 is more accurate for me. I’m probably more accurate with it than the medium weapons lol
I use the FAMAS and I get lots of kills. I feel like it's best if you hipfire
LH1 users we up 😹
m60 with a good player i am dia and still droping like 10 kills per game with it with 7k damage per game and wining most my gun fights
ever 2v1s wining with it
With the barrier nerf and the barrier change do you think goo gun could make it into the heavy's build. If you shoot one goo at the base you can do the head glitch + all the utility goo gun provides.
Talking about accuracy and reliability when comparing the Al and the fcar and saying that the fcar is better is kind of crazy
on paper, the ak is better. practically, however, the scar is better. the ak is inaccurate at range with the iron sight, and the fast fire rate makes it difficult to control the recoil at range. therefore the scar is a much more versatile weapon.
I will add though, the ak and the scar are both viable in my opinion
i must have missed a patch or something because i thought the akm had back and forth horizontal recoil. how is that easier than the fcar which has vertical and then slight horizontal recoil but only to the right, making it the easier gun to control
Not gonna lie AK has the easiest recoil I've ever seen in a fast paced shooter and I play controller bro, beams from across map zero recoil and has more room for error and usually lots of errors are made in the finals, especially going against high elo players, that's just me tho haha
I have a theory as to why light keeps getting nerfed: the devs don't know what role light class is supposed to fill. For example, medium class provides support and movement for the team, and heavies hold objectives and provide cover. Light doesn't fit into a role, so the devs are trying to find a role for it. They probably keep nerfing it so new players flock to heavy and medium and enjoy the game more because they don't get destroyed every match.
A point could be made that lights are supposed to outflank the enemy and get kills, but there are a few problems with this argument. First of all, getting kills is basically useless compared to getting objectives, especially if you have a 100% chance of dying to a heavy. Suppose you get lucky and take out a medium and get killed by the enemy's heavy. The enemy team is able to revive their teammate very quickly, and your squad is down to 2 people with no chance of reviving. Lets suppose you are playing with your team, and staying close to them. You get a few kills on the enemy mediums and lights, but are useless to your team in terms of getting the objective, so you are practically useless in winning the game.
So yeah, light will probably eventually receive a rework to where it is actually useful in a team comp. But thats just a theory
Lights are flankers
@@Stretchinyb did you read the fucking comment
@@Stretchinyb even if you survived, you still provide 0 value for the team
@@Jay10Realsomeone’s never heard of glitch grenades
I just started playing The Finals yesterday so what I'm saying probably makes little sense, but coming from OW I feel like lights should fill the same role as Tracer: distracting enemies, securing kills on low targets, and basically act as a constant threat that could come out of nowhere and one-tap you.
Tracer can do this because she has self-sustain and can act independently from her team, so she can quickly get in and out of fights without long downtimes. Lights lack this thing here, there are no health packs around the map so either you walk back to your medium (if you have one) and get healed or you stay still in a room until health regen kicks in. If they had better sustain I feel like they would be much stronger
Agreed light class is dead. Sad
Your opinion is wrong as always😂
cant you just glitch grenade the heavy lmao?
I just played against you in ranked. Hopefully I don’t meet you again 😅
sword
love the accent
shit list bud
I agree with you.
His reasoning for things is shallow at best, and all he does is try to vouch for the old meta, even when it's dead.
Medium can't destroy utils with the 1887, just run data reshaper. Issue solved.
what weapons do u think r placed wrong
@@jordankelly4684 sure but ur missing out on frags mobility or mines. i love data reshaper as a concept but it needs a buff ngl
First