Embark Studios has unleashed The Finals Season 3, which ushers in a wealth of balance changes as well as new content including the Terminal Attack Ranked Mode. You can read the full details in The Finals update 3.0.0 patch notes below.Related Content – Upcoming PS5 Games 2024: The Best PS5 Games Coming SoonThe new Kyoto 1568 Arena features a network of interwoven 16th-century temples, gardens, and dense bamboo forests. Intense terrain height variation and layered buildings with hidden traversal options underneath await you in our newest and perhaps more picturesque map location. Traditional Japanese Shoji paper walls that players can shoot and tall, intricate structures ramp up the destruction!The new Rank Mode for Season 3 is Terminal Attack! Players attack and defend a terminal in this robust and exciting ranked mode by delivering a decryption key. The 5v5 mode creates close, competitive, head-to-head matches. On top of that, we’ve revamped the ranked system to better measure skill and have introduced Rank Score points so you can track your progress much more easily!Balance ChangesBuildsLightDecreased health regeneration delay from 10 seconds to 7 seconds, meaning health starts regenerating sooner. Does not apply in the Terminal Attack game modeDev Note: The dynamics of Terminal Attack mode, with its limited health regen up to 100 HP, means that the Light archetype with their precise and high DPS weapons, can be very effective later in rounds. For that reason, we’ve chosen not to extend these new health regen rules to Terminal Attack for now. We’ll monitor these changes closely, as the season develops and adjust where needed. MediumDecreased health regeneration delay from 10 seconds to 9 seconds, meaning health starts regenerating sooner. Does not apply in Terminal Attack game modeHealing Beam has been replaced with Guardian Turret as the default Medium SpecializationDefibrillator has been replaced with Glitch Trap as one of the default Medium GadgetsDev note: As Terminal Attack becomes the Ranked mode, we want to make sure new players have a loadout that works in all modes. Healing-focused items are still available.SpecializationsGoo GunGetting hit by goo will now block movement Specializations such as Evasive Dash, except Charge ‘n SlamWinch ClawDecreased max range from 20m to 17mIncreased cooldown when missing targets from 6 seconds to 7 secondsIncreased cooldown when hitting carriables or teammate’s statues from 6 seconds to 7 secondsIncreased cooldown when hitting players, Cashout Stations or Terminals from 12 seconds to 14 secondsGadgets Breach ChargeIncreased ammo count from 1 to 2Increased cooldown from 15s to 26sDecreased player damage from 200 to 80Data ReshaperIncreased ammo count from 1 to 2Increased cooldown from 15s to 26sGas GrenadeIncreased radius from 4.5m to 5mGlitch Trap – ITEM REWORKGlitch trap is no longer a proximity detonation deviceGlitch trap now has a line-of-sight application. If an enemy player stands within range and in line-of-sight to the trap it will attach a tether to them. Tethered players have the Glitch effect applied to them, preventing them from using Specializations and Gadgets, and disrupting their HUD. Players will need to break the line of sight to the trap, destroy it, or get out of range of it, to remove the effect.Goo GrenadeIncreased the size of the goo wall created by the Goo Grenade from 2×4 to 2×6Getting hit by goo will now block Evasive Dash and Grapple HookGuardian TurretThe cooldown regeneration on the Guardian Turret now starts when the turret is destroyed, not when it is deployed.Added the ability for players to remotely destroy their Guardian Turret, allowing them to trigger the cooldown if their turret is not nearby. This is done by equipping the Specialization again and holding an interaction for a brief duration.Motion Sensor – ITEM REWORKMotion Sensor no longer sends out impulses at regular intervals for detectionMotion Sensor now has line-of-sight application. If an enemy player stands within range and in line-of-sight to the device, the sensor will attach a tether to them. Tethered players will be scanned by the Motion Sensor, allowing friendly players to see them through walls. Players will need to break the line of sight to the sensor or destroy it, to remove the scanning effect.Smoke GrenadeIncreased ammo count from 2 to 3Increased cooldown from 45s to 50sSonar GrenadeIncreased detection radius from 10m to 15mStun GunPlayers are now unable to use Specializations while the Glitch status is appliedWeapons 93RUpdated recoil pattern, making the weapon much easier to control and hopefully making headshots easier to achieveDev Note: To increase viability for the 93R, we’ve made it considerably more precise but lowered the DPS slightly to offset that. Our aim is to make the weapon more effective when using precise aim and going for headshots, and we’ll continue to monitor its performance following these changes.Decreased fire rate from 260 RPM to 210 RPMDecreased automatic recoil recovery duration from 0.72s to 0.7s, making the weapon easier to controlIncreased the damage fall-off start distance from 15m to 23m, meaning the weapon will do max damage at longer ranges nowIncreased the damage fall-off max distance from 22m to 35m, increasing the range before damage fall-off is fully appliedDecreased the damage fall-off multiplier at max range from 65% to 45%, meaning the weapon will do less damage at longer ranges nowCL-40Decreased damage from 110 to 93Increased fire rate from 250 RPM to 275 RPMDecreased pump-action duration from 0.7s to 0.65sDecreased self-damage multiplier from 1 to 0.75, reducing how much damage the grenades do to the player using themFAMASDecreased automatic recoil recovery duration from 1s to 0.8s, making the weapon easier to controlDecreased the delay before recoil recovery begins from 0.8s to 0.7s, making the weapon easier to controlIncreased damage from 23 to 24KS-23Decreased pump-action duration from 0.7s to 0.575sLewis GunFurther updated recoil pattern, making the weapon easier to control for the first few bullets in the sequence, but making the weapon recoil more the longer the trigger is heldDecreased damage from 25 to 22LH1Updated firing animation, which should make the weapon easier to useDecreased fire rate from 300 RPM to 280 RPMDecreased bullet dispersion when crouching and standing still, making the weapon more preciseIncreased player damage from 49 to 52Dev Note: Overall the effective damage of the LH1 should remain roughly the same, but it should now be easier to use, less nauseating, and more precise when standing still, as well as incentivizing headshots. The lower RPM should help make it feel distinct and make it easier to maintain targets in sightsM60Updated recoil pattern, making the weapon recoil more during the first few bullets, but making it easier to control for the rest of the sequenceDecreased damage from 22 to 19SH1900Increased damage from 10 to 13 per pelletDecreased fire rate from 100 RPM to 80 RPMIncreased the size of the pellet dispersion pattern, making the weapon less accurate at rangeDev Note: We’ve wanted for a while to make the SH1900 more effective against Heavies without making it oppressive for Lights. With higher pellet dispersion the SH1900 is now optimized for very close range only, which has allowed us to buff the damage, hopefully making Heavies easier to kill. This is a change we will be monitoring closely to measure its impactSledgehammerUpdated camera animation when sprinting, which should reduce motion sickness for some playersThrowing KnivesDecreased projectile speed of primary attacks from 16.5 m/s to 14.75 m/sDecreased projectile air drag of primary attacks from 7.5 to 7, allowing the projectile to travel fartherIncreased projectile speed of secondary attacks from 13.8 m/s to 18.5 m/sIncreased projectile air drag of secondary attacks from 4 to 5.5, increasing the speed at which the projectile slows downDev note: Our last balance changes on the Throwing Knives pushed them in the right direction but ultimately felt too powerful, changing the weapon’s character too much. We have here dialed down the velocity of the regular projectiles so that leading your throws becomes a requirement again, but not to the same extent as before the last changes. Similarly we sped up the secondary projectiles so that they become a more long-range option with a focus on timing rather than leading.V9SIncreased damage from 36 to 37CarriablesGlitch BarrelDecreased radius from 6m to 3.5mGoo BarrelDecreased the size of the goo wall created by the Goo Barrel from 2×6 to 2×4Toxic Gas BarrelDecreased radius from 5m to 3.5mDev note: Overall, we’ve seen a low use of certain gadgets when there are overlapping items available in the arena. Therefore, we are swapping some values around on arena items and gadgets to ensure the latter have a stronger effect while still ensuring players can adapt to different situations even when out of gadget charges.Game ModesTerminal AttackPlayers must now interact with the terminal in order to deliver the decryption key, rather than throwing it into the terminalDev Note: It was too easy for attacking teams to rush a terminal and throw in the key to start a decryption, without needing to secure the objective first. This change should force attacking teams to seize the area around the terminal to start decrypting. Increased the throw distance of the decryption key now that it cannot be thrown into the terminal, allowing for more passing of the keyAdded ‘warm-up zones’ to Terminal Attack, limiting where players can move to for the first 25 seconds of the match. This provides more time for the defending team to prepareCarriable canisters now respawn at the start of each round in Terminal Attack, making sure each team gets access to the same amount each roundThe specific combinations of team and objective spawn locations in Ranked Terminal Attack now occur in the same sequence in both halves of the match, making matches fairer.Added unique names to all terminal locations in the arenas, these are displayed when looking at the terminals and in the lobby screenAdded a player count notification when contestants are eliminatedAdded icons in the arena and to the HUD to highlight eliminated teammates and their locationAdded Ranked Terminal Attack mode with a best of 13, first to 7 formatIn Ranked Terminal Attack, if the match starts without full teams, the game will be automatically abandoned early and players will return to the queue. This is done to ensure games start in a good conditionAdded a half-time reset of destruction to Ranked Terminal Attack mode, so that both teams have the same starting conditions as their opponents when defending or attackingMaps Las VegasUpdated Terminal Attack spawn scenariosMonacoUpdated Terminal Attack spawn scenariosSkyway StadiumAdded to the Terminal Attack map poolTweaked the Power Shift related spawn points inside the Construction area so that players are better oriented toward the platform’s pathSYS$HorizonUpdated Terminal Attack spawn scenariosContent and Bug Fixes Animation Added inspect animation for carriablesBlocked left arm gestures in third-person when riding ziplinesFixed an issue where bullets clipped with the mesh when reloading XP-54Fixed an issue where the first throw animation on Gateway sometimes didn’t play properlyFixed an issue where an immediate melee attack was not properly displayed after using a Mesh ShieldFixed an issue where your contestant was not centered during the “tunnel run” match introFixed an issue where melee animations were sometimes not shown when exiting the emote camera.Dev Note: This was a purely visual error, melee timings were not affected by this bug. Audio The audience has been reworked and will now be more responsive to various events in the arena and cheer for the contestantsCareer Rank Added 10 new Career ranks with associated rewardsFire PropagationAdded a distance limit to all fire sources, to prevent fire from spreading infinitelyGameplayMade it possible to skip the elimination camera after a short while and go directly to spectating teammatesGame Modes Added a dedicated Spectator slot to Private MatchesUpdated available game modes“Terminal Attack” remains as a base modeAdded “Terminal Attack – Ranked”Added “Terminal Attack – Tutorial”Added “World Tour” modeRemoved “Single Round Cashout”Added more info to the game summary screenDisabled the Deathmatch game show event as it was not working as intendedMaps New map: KyotoAvailable in Quick Cash, Tournaments, Bank It, Power Shift and Terminal Attack game modesFeatures shallow water that will slow the player’s movement speed, making it risky to cross large open bodies of waterShoji paper walls that allow bullets to pass through easilySettings New volume slider in settings for changing the commentator dialogue volume separately from the in-world dialogueStore Enabled single-item purchases for bundles from previous seasonsUIText chat added to the PC versionPlayer cardsAdded background customizationAdded badges that display your rank in World Tour and Ranked ModeUpdated the end-of-round screen to include player cards and to highlight statsAdded a shortcut button to the Play menu from the Career screenAdded a cooldown for the event log when spamming pings and voice linesUpdated event log messages for various types of pingsUpdated event log messages related to Cashouts and Terminals to be consistent and always include information about which objective was pingedAdded missing event log messages for certain pings on various objectives, like Cashboxes and Decryption Keys“Attacking here” ping wheel action was renamed to “Attack here”“Defending here” ping wheel action was renamed to “Defend here”Updated “Attack Here” and “Defend Here” event log messages to match the character voice linesAdded event log message when pinging ziplinesIt’s now possible to zoom in on pets in the Battle Pass and Store screensTemporarily disabled the re-rolling of Daily ContractsDev Note: We currently have a very small pool of Daily Contracts and felt it was unfair for players to spend VRs to re-roll a contract to only keep getting limited options in return. We hope to introduce more Contracts during the season and then re-enable re-rolls at some point when they offer more value. Weapons Added Season 3 itemsDual Blades – Medium WeaponRecurve Bow – Light WeaponSpear – Heavy WeaponWinch Claw – Heavy SpecializationThermal Bore – Light GadgetUpdated several Equipment HUD Icons:All GrenadesAll MinesC4Breach ChargeAPS TurretBarricadeMotion SensorThermal VisionRiot ShieldAdded 1 more progression level, with associated reward, for all weapons and gadgets. All item-based Specializations (e.g., Guardian Turret or Goo Gun) also received this.Fixed an issue where equipped charms would disappear when standing close to wallsFixed an emote animation exploit with the SwordDev note: While these moves discovered by players increase the effectiveness of some melee weapons, they are ultimately exploits and ones that most players find hard to use or unintuitive, adding confusion to the game (especially for those on the receiving end). Since there’s been many changes to melee recently, we believe the viability of melee has been increased and that exploits shouldn’t be needed to compete, but we’ll continue to monitor how the meta develops during Season 3 and will be listening closely to your feedback!SecurityUpdates to our Aimbot detection systemIn-game reporting feedback – We’ll inform players who report unfair gameplay when appropriate actions have been taken.[Source – The Finals Season 3 Patch Notes]
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