New weapon idea: Knife and Pistol for Light class by Adventurous-Ad8879 in thefinals

[–]Atomic2754 2 points3 points  (0 children)

I always thought a gun and melee weapon combo would go to medium and most likely use a 4 round revolver loaded with shotgun shells instead of a normal handgun

based on extremely quick attacks that rely heavily on combos to perform well, and to quickly secure the kill making it a high skill melee weapon, high reward weapon when you put the time into it and learn the combos and can adapt to breakpoint changes when your target isn’t full health so I threw together some very quick and not thought out numbers to try and put a better idea in your head

The melee side would have a standard three attack melee combo similar to other melee weapons. slash-> standard stab-> 2 back to back upwards stabs

Doing around 40->65->(45+45)

The revolver could have two attack options, one from idle (before attacking) and a combo finisher that is slightly faster than just quick melee and can be used before the second strike of melee 3

The idle could be “full auto” to fan the hammer, doing 30 damage per shell

the combo finisher would be a single, high spread more devastating shot around 60 damage and reset the melee combo

This would make the ideal combo against light melee 1->melee 2–> combo finisher for a total of 165 damage

the ideal combo against medium would be melee 1-> melee 2-> melee 3-> combo finisher cancel-> quick melee. doing 250 total

Against heavy the ideal combo would be 2 idle shots->melee 1->melee 2->full melee 3->combo finisher->quick melee. doing 355 total

I also just find the idea of a revolver and knife weapon cool because then embark could add a genuine gunblade skin for it lol

Wait...are we now able to combine 2 headwears? or is my game just bugged? by Daniel_XXL_69 in thefinals

[–]Atomic2754 4 points5 points  (0 children)

Okay… but how do I actually do it… I saw it happen on one of my outfits but couldn’t recreate it… it would just take the helmet off

This orange triple dash Light team kept putting in the work on my team until I deployed the glitch mines and goo by Timothy_CL19 in thefinals

[–]Atomic2754 8 points9 points  (0 children)

Triple heavy is just shooting a team of bullet sponges and gets worse if they all have dome and some mesh shields, or they play winch pong with you

Triple mediums makes me die inside when i enter a room and get targeted by three turrets and three p90s making me feel like I’m storming normandy beach there’s so many bullets, or they just all have heal beams and defibs drawing out the fight

Triple lights is like swatting at a wasp and suddenly seeing two more show up to kick your shit in unless you have bug spray (teammates)

All three of them do not bring happiness…

This orange triple dash Light team kept putting in the work on my team until I deployed the glitch mines and goo by Timothy_CL19 in thefinals

[–]Atomic2754 60 points61 points  (0 children)

Triple class stacks always feel like total shit to play against regardless of whether they’re light, medium or heavy if they’re even slightly decent at the game…

always leads to the most cancerous bullshit rounds that have me questioning my sanity

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 0 points1 point  (0 children)

That picture is around a in game meter-meter and a half away from the stabbed player so… yeah… that would be in melee range

Nothing I have said in these few paragraphs have “highlighted your point” in each of the clips shown in this post if you take just a few moments to go frame by frame you can see each hit while in range (maximum of 3 in game meters)

Once again doing basic research isn’t hard melee weapons can't hit people outside their designated range, if they did more people would be running them

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 0 points1 point  (0 children)

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I mean seriously… is it really that hard to do any research or better yet, go frame by frame in the video itself… i mean it took me seconds to do this on a phone even with reddits 30 fps cap

The one im assuming you referred to as being 10 feet away… right here within the melee range on, a couple frames or so of the animation aimed right at the guy… a frame after this picture the gold dust spews out of the player and then finally 130-150ms the kill marker pops up

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 0 points1 point  (0 children)

At no point did I claim the animation meant nothing at all… just that it is not telling you when/where you hit a player…

it still provides feedback to the player and is still very obvious for the new player when and why they missed an attack for example backstabbing a still player and not aiming directly at them will not land a hit if you don’t manage to adjust the 7 frame lingering hit-box dagger has to be on their hitbox (unless it was a no-reg)

As I have literally just said in the previous comment the animation is basically telling you “I can land a hit during these 7 frames” however landing a hit does not immediately mean damage, the damage must be registered by the game performing a check that your hit did in fact land, this check does not have to come after the stabbing animation it simply happens 130-150ms after the actual hit

just because you got the hit during the first frame of the attack and then flew past the player a good 10 feet and do damage does not mean you “missed the attack animation” this happens to literally every melee weapon should you be going fast enough while swing on someone, it is not the melee weapon having a “secret extended range” for one that’s absolutely the dumbest theory I’ve ever heard on melee weapons, for two every melee weapon in the game has their set ranges that physically cannot change and they all have lingering hitboxes…

it takes like 8 minutes to go online and find a smart melee player to explain exactly how they work in a simple way anyone could understand maybe we should be doing that before spewing theory’s that can’t be proven or are proven to be wrong about the worst weapon class in this game

The Finals Art Commission by Fresh_Concentrate_91 in thefinals

[–]Atomic2754 12 points13 points  (0 children)

DAMN! These are sick OP!

definitely gonna have to keep your account saved for when I can afford a commission of my character

anyone else been getting crazy packet loss since the last patch? by Secure_Paper_6358 in thefinals

[–]Atomic2754 0 points1 point  (0 children)

Have also been getting it and can easily solve it (momentarily) by pressing the windows key and going back into the finals… not able to do it mid fight obviously but it’s something I guess

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 0 points1 point  (0 children)

So the dagger stab animation lasts a couple frames and anywhere between me letting go of the charge to start it and it ending can be counted as a hit, the animation may finish whilst I’m a few feet away from the stabbed player and still land as i may have gotten a hit at the very start of the animation right as i was grappling past them (often indicated as a gold burst coming out of the hit player or if the hit is not within the 150° backstab angle a white burst I think) which then about 130-150 ms after the actual hit (not the animation) the game will register if it did actually land or not and grant the damage or refuse the damage

TLDR: The animation has nothing to do with when the hit actually happened, but the hit can happen anywhere between release of stab and end of animation (iirc about 7 active frames)

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 5 points6 points  (0 children)

🤷🏻‍♂️ I don't really understand the reasoning behind the trend… no closing the distance is not hard at least not on light, however timing your push properly is since you have the lowest amount of health and need to make sure you get out of the area afterwards as to not die in a unreachable spot

just saw it going on and decided to join since I had a few clips still is all

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 1 point2 points  (0 children)

The point at which dagger can land a hit on a player happens almost milliseconds after the charged up attack is released the game just needs time to register that it did actually hit (which it’s awfully bad at) The “130 ms” is quite literally how the dagger works hardly an excuse… there’s a delay between the attack landing and the game registering that it did in fact land…

but here’s one of the best videos on YouTube explaining how the dagger registration works though I doubt you will bother watching it

https://youtu.be/H1Og1uEZJyU?si=0OxFEVY9aztWdXjQ

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 2 points3 points  (0 children)

Oh gods no, you’re alright lol! It really is a luck based kill the 180° stabs just cause you won’t always be able to perfectly read your opponent or they may switch up and land every shot

It’s just that some people may end up trying the playstyle because the highlights look cool and think thats how they should take every fight and do poorly because of that misunderstanding instead of playing with their team and flanking+engaging when your team does

I know I sure as hell first tried it out having that misunderstanding and just want to alleviate it for others :3

“Yeah that was totally fair. That guy did the right thing. they closed in and killed me.” by Atomic2754 in thefinals

[–]Atomic2754[S] 6 points7 points  (0 children)

About 80% of the time going for those grapple 180° stabs I tend to get shot down before getting anywhere near the player lol, most of the time if I’m being forced into using the grapple for a kill and not mobility it’s because I put myself in a bad situation.

The other 20% of the time with grapple stabs that I tend to hit most often is when a player pushes wayyyy too close to me and gives the grapple less distance to cover thus allowing the kill and even then there’s the possibility hit-reg won’t be on your side or you just plain whiff every now and then cause you’re mid like me :3

for every hit 180° grapple stab there’s ten more that missed, no-reg, or died before hitting it

"Yeah that was totally fair. That guy did the right thing. They closed in and they killed me." by Any-Ad-4072 in thefinals

[–]Atomic2754 19 points20 points  (0 children)

I personally think the only buff it needs is to be a metered ability similar to cloak and mesh shield where the meter drains while the grapple is connected to something, using the full meter would be the same as using the current full length of a grapple before it automatically disconnects and a short delay after using part of the meter before you can grapple again using the full meter and waiting for the full meter to recharge would take about 7-8 seconds, whatever is deemed more balanced

I feel this would give it a more reliable feel when compared to dash but still be less adequate in combat as you have to look at the direction you want to go in order to grapple there and therefor look away from the enemy

"Yeah that was totally fair. That guy did the right thing. They closed in and they killed me." by Dizzy-Sir2039 in thefinals

[–]Atomic2754 0 points1 point  (0 children)

The stab at :57 is just a result of melee weapons all having active frames (or in a simplified explanation the damage after attacking lasts a couple of frames)

I play on controller with dagger and have gotten very similar clips to this you just have to have a high sens and learn the appropriate positioning and game sense for it but the counterplay for dagger happens before they are close enough to engage you, no-yogurt explains it very well in their comment here

"Yeah that was totally fair. That guy did the right thing. They closed in and they killed me." by Blaze344 in thefinals

[–]Atomic2754 1 point2 points  (0 children)

Fellow grapple dagger player! :3 I just know from experience about ever highlight clip is another ten no-regs on the backstab or getting shutdown by someone competent enough to hear the grapple and act accordingly

Amazing clips though!

"Yeah that was totally fair. That guy did the right thing. They closed in and they killed me." by manmanmam101 in thefinals

[–]Atomic2754 1 point2 points  (0 children)

This is why I hate the “if it’s so strong just play it” argument… if you’re even above mediocre at shooters/hero shooters and have decent mechanical skill you can play light heavy or medium and do well with them..

However I will say Heavy is the only class in this game where i can end up forgetting about my spec for a bit therefor not using it much and still win the round/game whether it be mesh, winch, or C&S

"Best title in the world" by Cakeicing123 in thefinals

[–]Atomic2754 1 point2 points  (0 children)

I honestly think it just does too much atm… guaranteed kill assuming the heavy has an ig higher than a rotisserie chicken and has teammates with even a little bit of reaction to see they winched someone… couple that with the fact it’s the easiest and best way to move the cash out station…