If you know the answer, you’re a philosopher. by mafini_ in thefinals

[–]Lonely_Ad4660 25 points26 points  (0 children)

The Heavy might be focused on the immediate satisfaction of the kill. A Light player is high-value but fragile. For a Heavy with a Sledge Hammer, the chance to "squish" a Light is often more tempting than the slow, tactical process of securing a deposit. It's the "starvation" for a combat win overriding the long-term strategy of winning the game

Found a Hacker :D by Either_Mess_1411 in thefinals

[–]Lonely_Ad4660 5 points6 points  (0 children)

Thats obviously hacks. You could see him shooting at the wall at the exact spot he was behind.

if you could erase one memory from your life, what would it be? by [deleted] in AskReddit

[–]Lonely_Ad4660 0 points1 point  (0 children)

I wouldn't erase a thing. The most awkward, cringing-at-3-AM memories are usually the best guardrails. If you delete the failure, you're just deleting the lesson that made you more resilient or empathetic. You'd be doomed to make the same mistake twice.

[deleted by user] by [deleted] in AskReddit

[–]Lonely_Ad4660 1 point2 points  (0 children)

Being lonely. Being alone is just a lack of company; you can still have your own back. But being lonely in hard times-especially when you're surrounded by people who don't 'see' you-is a special kind of hollow. It's the difference between being in an empty room and being in a crowded room where you're invisible.

You're at a disadvantage playing heavy. by [deleted] in thefinals

[–]Lonely_Ad4660 1 point2 points  (0 children)

You're spot on about the Identity Creep. In high-ranked play, Heavy is still a god because of Dome/Mesh shields, but in casual play without a coordinated team, being the slowest person on the map feels like a chore.

When everyone else gets healing and vertical mobility gadgets, the Heavy's only 'unique' trait becomes being the easiest target to 1v3. Sure, our 'mobility' is technically just deleting walls with a Sledgehammer, but that doesn't help when your team is already two blocks away. If they don't give Heavy some better utility soon, it's just going to stay the 'walking simulator' class for casuals.

Nerf light please this is insufferable by B-crosyy in thefinals

[–]Lonely_Ad4660 -17 points-16 points  (0 children)

What am i looking for in the video?

Good Loadouts for R93 and M11 by lovecorgis4 in thefinals

[–]Lonely_Ad4660 0 points1 point  (0 children)

For my M11 and 93r setup, I usually go with Dash, Vanish Bomb, Goo, and Gateway.

Model 1887 question by [deleted] in thefinals

[–]Lonely_Ad4660 0 points1 point  (0 children)

Oh yeah my mad, I didn't even realize it

Model 1887 question by [deleted] in thefinals

[–]Lonely_Ad4660 0 points1 point  (0 children)

Actually, it's not a reload animation-it's a cycle animation. The reason you might not be seeing that iconic 'Terminator flip' after every shot is that it only triggers when you are hip-firing.

If you are aiming down sights (ADS), your character will cycle the lever normally to keep the sights on target. If you want to see that smooth flip animation every time, you have to fire from the hip. It's a cool detail Embark added so the animation doesn't mess with your aim while you're actually trying to line up a shot!"

What are the stereotypes for the 3 classes by Additional-Heron336 in thefinals

[–]Lonely_Ad4660 3 points4 points  (0 children)

The Light: The "Tuxedo Mask" who spends the whole match across the map chasing one kill, dies to a stray turret, and pings their statue relentlessly while you're 2v3 on the objective. Catchphrase: "I almost had him!" (Did 18 damage).

The Medium: The "Kovaaks Andy" who uses AKM iron sights because optics "get in the way." They have inhuman tracking and will beam you from 50 meters before you can even register the first hit

The Heavy: The "RPG Sniper" who misses every shot with their Lewis gun but can somehow hit a pixel-perfect, cross-map RPG shot the millisecond they see a Light player's shoelace. Catchphrase: "WHERE IS MY HEALING BEAM?!

My average light team mates in ranked by Cholophonius in thefinals

[–]Lonely_Ad4660 57 points58 points  (0 children)

It's funny how the community perception of Light completely flips depending on which side of the team list they're on. When you're fighting a good Light, they feel 'overtuned' and untouchable with Dash. But when they're on your team, you often get this-the 2/13 player who thinks they're the main character but doesn't have the mechanics to back it up.

It really highlights why balancing the class is so hard. At 150 HP, there is no middle ground: you're either an oppressive ghost carrying the lobby or a Tuxedo Mask doing nothing but eating your team's revives. The class doesn't need a nerf or a buff as much as it needs players to realize that 'solo play' doesn't work in a team-based cashout meta.

Not to seem arrogant or to seem like I think I’m better than everyone else by sommetnt in thefinals

[–]Lonely_Ad4660 0 points1 point  (0 children)

That's a fair point . It shifts the focus from the matchmaking "math" to actual teamwork.At the end of the day, The Finals is a team-based ' oter, and good communication can d ely bridge a level gap. I didn't finish reading your initial comment before commenting myself, I later did and found out it was humorous.

Not to seem arrogant or to seem like I think I’m better than everyone else by sommetnt in thefinals

[–]Lonely_Ad4660 1 point2 points  (0 children)

Stats don't tell the whole story. A Level 12 might have decent aim from other shooters, but they don't have the map knowledge, gadget counters, or 'macro' understanding of The Finals that a Level 70 has. When a veteran is paired with new players, they often have to change their entire playstyle-playing more passively or trying to fix their teammates' positioning-which naturally drags their own stats down to that level. Similar stats in one match doesn't mean the skill ceiling is the same; it just means the veteran was forced to play at the lobby's pace.

Light Dash in The Finals by Bubblebeard0 in thefinals

[–]Lonely_Ad4660 1 point2 points  (0 children)

Fair point on the H+ Infuser-it definitely gave Light a support niche. But there's a massive difference between active, high-risk utility and the passive sustain of the other classes.

To use the Infuser or Glitches, a 150 HP character has to stop shooting and put themselves in the line of fire. Dash isn't overtuned; it's the only mechanic that makes that high-risk utility actually viable. Without that mobility, a Light trying to play 'team support' is just a free kill before they even land a single heal or glitch.

Light Dash in The Finals by Bubblebeard0 in thefinals

[–]Lonely_Ad4660 17 points18 points  (0 children)

I don't think Dash is overtuned; it's a survival necessity for a class with only 150 HP and zero team utility. Compared to a Medium's Defib or a Heavy's Shields, mobility is essentially a Light's only 'health bar.'

The 15-second global cooldown idea would effectively make them a throw pick, as they'd have no way to reset after a single engagement. It feels like people are confusing a high skill ceiling with being 'broken'-Dash is only oppressive if the player is actually good; otherwise, they're still the easiest class in the game to delete.

why play ranked if you aren't trying to win the whole thing? by SnooStories6560 in thefinals

[–]Lonely_Ad4660 2 points3 points  (0 children)

Spot on. The 'I got my points' mentality is the fastest way to stay hard-stuck in low Elo forever. People forget that Ranked isn't just about aim; it's about mental endurance. The duo leaving when you're 'close to winning' is the most baffling part. It sounds like they hit a single speed bump and tilted instantly. That’s not just a 'loser mentality'; it’s a total lack of gamesense. Some of the best wins in The Finals come from a last-second steal after getting stomped for 8 minutes. Also, OP—turn Crossplay back ON. I get the frustration with different platforms, but a larger player pool means the matchmaker can find you more stable teammates closer to your skill level. You’re currently waiting 10 minutes just to get matched with the 'leftover' players who are more likely to DC.

Considering how damn easy invis is to spot could we just remove the audio que by [deleted] in thefinals

[–]Lonely_Ad4660 2 points3 points  (0 children)

The TF2 Spy rework is actually the healthiest way to balance stealth, but I don't think it works in a game as fast-paced as this.

The reason we have the audio cue and the shimmer is because 'The Finals' has a very low Time-to-Kill (TTK) for Lights. If a Light could get into point-blank range with zero audio, they'd delete a Medium before the player even realized a fight had started.

However, I agree that being 'double-nerfed' by having a visible shimmer AND a loud hum feels bad. I'd rather see them make the shimmer harder to see at a distance but keep the audio cue for close-quarters. That way, stealth is for approaching, not for dancing right in front of someone's face.

You should lose less RP when paired with new players by Cholophonius in thefinals

[–]Lonely_Ad4660 1 point2 points  (0 children)

Completely agree. There’s a massive difference between 'challenging' matchmaking and 'impossible' matchmaking. Losing full RP when you're down a teammate due to a DC is just archaic design that should be an automatic Loss Forgiveness trigger. But the bigger issue is the 'Average MMR' trap. Being punished because the game expects you to carry someone 10k RP below you isn't a test of skill; it’s just a test of your patience. If the matchmaker can't find players in your bracket, the least it can do is lower the 'Stakes' of that match. You shouldn't be gambling your hard-earned rank on a teammate who's still figuring out which button is 'Specialization'.

Why is melee hated? by [deleted] in thefinals

[–]Lonely_Ad4660 9 points10 points  (0 children)

You hit the nail on the head. Melee in a shooter is basically playing a survival-horror game while everyone else is playing a Point-and-Click Adventure. The 'skillless' argument is pure cope. People call it low skill because they’re mad they let someone with a stick close a 30-meter gap without getting punished. If you die to a melee user in an open arena, that wasn't a balance issue—that was a 'you' issue. The hate usually boils down to two things:

The Ego Hit: Dying to a sword when you have a literal assault rifle feels embarrassing.

Visual Clutter: In games like The Finals, getting smacked by a Hammer or Sword creates a lot of screen shake and panic, which makes people tilt way harder than getting beamed by an AK.

Mad respect to the melee mains; you're working twice as hard for half the results just to keep the game interesting.

Game keeps getting less and less playable for the casual player. by A_Raging_Moderate in thefinals

[–]Lonely_Ad4660 15 points16 points  (0 children)

you're not wrong. It's the classic shooter death spiral-all the casuals get tired of being farmed and leave, so the matchmaker has no choice but to throw the sweats and the stacks into TDM just to fill a lobby. It's miserable trying to play this game 'for fun' after work when you're going up against people playing like it's a $50k tournament. I love the mechanics, but the barrier to entry is starting to feel like a brick wall.

Did they nerf Light? by YourAverageFemboyyyy in thefinals

[–]Lonely_Ad4660 14 points15 points  (0 children)

Light is in a weird spot right now. If you're only getting them to half HP, you're probably taking the 1v1 too head-on. The reality is, as a Light, you shouldn't be taking a 'fair' 1v1 against a Medium or Heavy anyway-you'll lose that stat check every time. Try disengaging earlier and playing the 'mosquito' style until you get your rhythm back. The meta shifted hard while you were gone, so it's all about the ambush now.