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GREETINGS CONTESTANT!

Welcome to THE FINALS Wiki! THE FINALS is a free-to-play, team-based, first-person shooter that pushes environmental dynamism, destruction, and player freedom to the limits. It is developed by Embark Studios for PC, Xbox Series X|S, and PS5. This wiki is a collaborative effort that anyone is welcome to contribute to. To get involved, create an account and click 'Edit' at the top of any page.ǃ

The content of the wiki is subject to change as THE FINALS is a live-service game. Information is based on the latest update.

Tip of the day
During the Low Gravity event, try to avoid jumping unnecessarily as it can leave you exposed for an extended period of time.
Latest News – 12.2.0

NOTABLE EVENTS

  • Last week to redeem FRIGHTS GALORE Ticket tickets earned throughout the event
  • TGM26 Cosplay Showcase sign ups are open. Read more here.

BALANCE CHANGES

WEAPON

  • Increased ammo count from 34 to 36
  • Increased damage from 47 to 48
  • Increased rate of fire from 260 RPM to 280 RPM
  • Increased damage from 23 to 25
  • Decreased rate of fire from 530 RPM to 500 RPM
  • Decreased ammo count from 25 to 20

DEV NOTE

We’re making some tweaks today to some of the Medium’s automatic and semi-auto weapons. These are aimed at two problems: Improving the Medium’s chances when dueling versus the now 175 HP Lights, and providing Mediums with more viable tracking aim options in their weapon pool.

While the argument could be made that some of this could also be achieved by nerfing Light weapons, Light still lags slightly among the archetypes across many skill tiers and modes, so we’d rather target this match-up specifically. Despite Heavy losing some HP in 12.0, it appears to have coped just fine with that change, in large part because of the wide array of defensive tools it has to protect itself against a more powerful Light. We feel these buffs to Medium will be similarly handled by the Heavy, but will allow Medium versus Light match-ups to be a little more balanced.

Among the changes, we’re shifting the FCAR back towards the direction it had earlier in the life of the game, as a slower firing but more punchy weapon, differentiating it slightly further from the AKM.

It’s worth noting that these changes are ‘tweakable’ changes, changes we can deploy without needing to patch the game client because they do not require new code or content such as audio, animations or VFX. In 12.3 an additional small round of balance changes will also come to the game that are done in support of this set of changes, but we didn’t feel we should wait for those before making these adjustments.
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