The Finals has Officially Launched – The Arena is Open!
OVERVIEW
The Finals has officially launched and we’re super excited to be bringing you all the latest News and Guides on the game. As avid enjoyers of the game, we really hope this game becomes the success it deserves!
The Arena is Open – Welcome to Season 1
After years of development, multiple community Alpha and Beta tests, and many months of “soon,” we are so excited to launch THE FINALS! We could not have done it without all the time, energy, feedback, and love heaped onto us by our community of players. As we welcome you to live service, you will see below that we have been very very busy.
But we’re not done. Live service games take continuous work, a lot of listening, iteration, patching, fixing, and balancing. Rest assured, we’re up for the challenge and ready to support this game and its players (that includes us!) through thick and thin. Thank you for being on this journey with us – it means the world.!
Suit up, contestants. Cameras are rolling. The arena is open.
Content Updates
- Reload and Inspect animations
- Emoticons
- Gestures
- Pets (!!!)
- Sounds
- Watches
- More? Yes, more!
The Store is open and you’ll have access to an ever-changing selection of content to make your contestants pop in the arena.
The Season 1 BattlePass contains 12 pages of unlockable rewards.
- That amounts to 96 exclusive rewards
- 29 rewards can be earned for free!
- Unlock the whole BattlePass to receive a total of 1575 Multibucks!
- 6 Mastery Levels per weapon
- 6 Mastery Levels per gadget
- 5 levels per ability
New Features
- Test your luck and reach for the stars in the glitz, glam, and tight-knit gameplay of this glittering arena
New Map variants:
- Don’t get lost in stinging sands! Seek shelter and glory in this Las Vegas map variant: Sandstorm.
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Tripwires & turrets: The environment can work for or against you. Traverse Vegas but watch your step, around every corner could be a trap.
- You’ll have to see this one to believe it. It’s outta this world!
Gameplay Changes & Balance
Movement & Animation
- Made multiple updates to vaulting responsiveness and general smoothness when traversing
- Updated various first-person animations to better sync with footsteps
- Improvements to syncing and stability when players are on moving surfaces such as elevators, sky-lifts, cranes, and moving platforms
- Improved speed-matching and added in-air animations when coining other contestants
- General polish updates to third-person locomotion
Combat Animations
- Stabilized the camera for aim down sight reloads and bolt actions, for easier tracking of targets
- Updated jumping and zipline animations when aiming down sights
- Added third-person reaction animations for Flashbangs, Gas, and Fire.
- Reworked the animations for the Charge’N’Slam specialization
Controller
- Added sensitivity scaling based on zoom FOV
- Added better support and various improvements for sensitivity dampening on targets
- Updated default aim down sights sensitivity reduction
- Reduced zoom snapping active duration
- Settings added
- Added setting to allow players to further customize their controller experience
- Added separate dead zones for the different analog sticks
Maps
- Finally, the wrecking ball is back! Check the cranes.
- Improved readability of map border
- Added ‘Evening’ environment condition
Specializations
- Updated damage of the ground slam so that it will break floors in buildings more consistently
- Rebalanced fade-in/out durations to make it harder to vanish mid-combat
- Added fade-in/out visual effect
- Fixed a bug where players could become stuck when grappling during a vault
- Reduced the total fuel, shortening the max duration
- Fixed an issue where Recon Senses would trigger on enemy statues
Weapons
- Updated bullet dispersion system on all weapons when aiming down sights
- Fixed various issues where weapons could fire infinitely or not at all
- Fixed an issue where Gadgets could become stuck in an infinite cooldown
- Added a new hitmarker to crosshairs for damage over time effects
- Updated recoil pattern, making it slightly less easy to control
- Updated recoil pattern, making it slightly easier to control
- Fixed a bug where the Flamethrower could be fired without consuming ammo
- Max range reduced by 60 cm
- Fire rate reduced to 160 RPM from 180 RPM
- Adjusted Flamethrower impact effects to make them less blinding for the target player
- Reduced damage to 28 from 31
- Updated recoil pattern, making it slightly easier to control
- Increased bullet dispersion when firing from the hip
- Updated recoil pattern, making the weapon easier to control
- Fire rate reduced to 300 RPM from 400 RPM
- Increased LH1 damage from 41 to 45
- Updated recoil pattern, making it slightly less easy to control
- Fixed an issue where the Riot Shield could block bullets while the player was emoting
- Introduced Throwing Knives to the Light archetype
- Magazine size reduced to 20 from 24
- Updated recoil pattern, making the weapon less easy to control
- Increased damage fall-off to make the weapon less effective at long-range
Gadgets
- Fixed an issue where Gadgets could become stuck in an infinite cooldown
- Increased health from 5 to 25
- Added ability for defibrillators to damage enemy players. They will do 50 damage and will enter cooldown if they land a successful hit
- Added trigger audio effect
- Fuse time increased from 1.1s to 1.8s, giving it more range
- Removed Night Vision from the game, to be reworked in a future update
- Radius reduced from 17.5m to 10m
- Updated the crosshair hit marker that appears when the Sonar Grenade detects targets
- Removed sensitivity reduction from stunned players
- Added glitch effect to stunned players, rendering their Specialization and Gadgets unusable for a short time
- Increased health from 5 to 25
- Introduced Vanishing Bomb gadget to the Light archetype
- Added line break effect to Ziplines
We’re super excited to see how The Finals launch week goes! Keep an eye on our website for more guides and news on The Finals!