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Season 6: Massive Mid-Season!

Season 6: Massive Mid-Season!


[h2]MID-SEASON UPDATES: STACKED AND LOADED[/h2]

Season 6 is hitting its stride with the Mid-Season Update, and we’re bringing the heat! While the limited-time Close Quarters Event takes the spotlight, there’s no shortage of serious updates in this major drop: starting off with a long list of balance changes, bug fixes, and QoL improvements!

Let’s take a look at all the new, exciting, revamped, revived, and renovated updates waiting for you today!

[h3]THE CLOSE QUARTERS EVENT[/h3]

Time to get up close and personal with our brand new limited-time event that comes with a whole new map to explore (and destroy)! Welcome to the ALFA ACTA P.E.A.C.E. (Prototype Evaluation And Combat Experimentation) Center! Junior McJohnson welcomes you to this high-pressure environment nestled deep in the [LOCATION REDACTED] woods.

Here, you’ll be testing out fast fights in tight spaces where every move counts. Partake in a brutal Team Deathmatch where danger lurks around every corner! The P.E.A.C.E. Center is live for a limited time, so step in and leave your mark!

[previewyoutube][/previewyoutube]
[h3]SPIN THE WHEEL OF TRUST[/h3]

As if an invitation to The P.E.A.C.E. Center isn’t reward enough, ALFA ACTA has also spun up 20 potential prizes on the Wheel of Trust! During the event, hand in Daily contracts for tickets and spin to unlock something new. If you trust your luck, you might even take home BULL’S EYE BARRY, the latest and greatest smart-dummy.

The festivities await!

[h3]MEET THE NULLIFIER [/h3]

The prodigal Stun Gun returns to the loadout screen with a brand new name and totally re-worked functionality! It’s time to meet The Nullifier!

In this newly revamped version, Contestants caught in the line of fire will be nullified, unable to take or deal damage, use items, or interact for the duration for the effect. Nullified players will still be able to move freely, so there’s time to make a getaway. Equip it now and start increasing the odds by nullifying the competition!

[h3]NEW TWITCH DROPS[/h3]

To further celebrate, let’s bring in more Twitch Drops! Head on over to Twitch, watch your favorite streamer, and earn the four new Drops in dazzling blue! Practical, fashionable, and including an item from our latest breakout category: Nails!

You may also remember us asking what weapons would be cool to pick for the next round of Twitch drops. Time for you to pick up those Sledgehammer, AKM, and XP-54 skins!

So make sure to nab your Broadcast Blaze items on Twitch as soon as the Drops go live! Claw your way to victory and trim down the competition.

[h3]GET CREATIVE [/h3]

We’ve taken the Body Paint Category and broken it down into four parts:
  • Face paint - Anything that goes on the face
  • Body paint - Anything that goes on the body, or full body
  • Nails - Nail polish!
  • Tattoos - You can now wear tattoos beneath any paint!

This means you can now mix-and-match 4 different parts of your body-deco at once, many of which were previously merged into one! If you already own any of the old Body Paints, you’ll find that your items have been separated into new separate items in these categories and are waiting for your next Outfit creation!

[h3]SOCIAL IMPROVEMENTS [/h3]

It’s time to grow your crew! Clubs have increased in membership so you can now invite up to 100 Contestants to take on the Arena together!

You’ll also find multi-channel chat is active, so you can chat with your party, your team, a whole private lobby, and your club while you play!

We’ve also beefed up the social settings, adding chat and voice under Social, and providing options to control Background Opacity, Text Size, Turn Channel Icons off and on, and the ability to hide the Club Chat in-game.

You’ll notice changes to the main menu, as well! You’ll be able to see your progress for Battlepass, Career, Sponsorship, Circuits, and Contracts at a glance right alongside your Contestant! You’ll also notice that we will recap the progression update when returning to the screen from a match so you wont miss that you unlocked that item you were chasing!

You’ll always find some improvements to the social features you already know and love.

[h3]PARTY IN THE PRACTICE RANGE [/h3]

It can get lonely in the Practice Range, even with the smart dummies for company. Now you can party up and enter with two to five friends by your side. Goof around, test things out, and cause mayhem as a team!

The dummies have been looking increasingly nervous on the leadup to this update…

[h3]IN WITH THE OLD[/h3]

We know you’ve been missing old Vegas so we’re putting it back into rotation! Get ready for the glitz and glam of the hot lights in Quick Cash, Terminal Attack, and Ranked Tournament as you play Las Vegas 2032!

We’re also introducing a new Carriable to toss around the Arena that will feel familiar to those of you who have been here a while: The Health Canister! Toss it to provide temporary healing to an area of effect.

Throwing things at your Team has never been more rewarding!

[h3]AND MORE! [/h3]

We’ve made sweeping improvements to Maps, fixed some bugs and at least partially squished some others, and have many balance changes for you to experiment with in this update. We’ve also tweaked some of the most problematic Cashout Station locations in the Kyoto Map!

There’s new items in the store, including a free Idle Inspection bundle to kick off your new Nail Polish collection:

[previewyoutube][/previewyoutube]

And finally, a new bundle with Multibucks included that some PlayStation players may have gotten an accidental sneak preview of yesterday!

[previewyoutube][/previewyoutube]
We’re halfway through Season 6 and so excited to have you with us!

Check out all the nitty-gritty details below:

[h2]Balance Changes[/h2]

Dev Note: We’ve recently done a review of the effective ranges for various weapons and found there were a few outliers. Some weapons were over or under performing at certain distances, and not meeting our expectations. A number of the changes below aim to address this issue.

Arena Carriables

All Carriables
  • Increased the launch force of carriables by 10%, making them easier to throw at targets
  • Increased the pick-up range of carriables from 6m to 6.5m, making them slightly easier to pick-up


Decorative Carriables (e.g. plant pots, chairs etc)
  • Increased the impact damage done for medium carriables from 50 to 60
  • Increased the impact damage done for large carriables from 50 to 70


Health Canister
  • Added the new Health Canister Arena Carriable. This blue spherical container smashes open when thrown into surfaces, spreading a healing mist that triggers health regeneration for players who stand inside its area of effect


Charms

‘Little Chief’
  • Increased the ‘moo rate’ of the Little Chief Moolah charm from 25% to 100%, meaning it will now moo for 100% of kills
  • Added the ability for Little Chief to moo when the attached weapon is inspected
Dev Note: Based on community feedback, it has become obvious that our past nerf to Moolah was by far the worst nerf we’ve ever made to the balance of the game. In the spirit of trying to buff more than we nerf, we’ve now reverted Moolah to their previous superstar status ;)

Gadgets

Proximity Sensor
  • Increased the size of the Proximity Sensor, making it easier to shoot
Dev Note: This change aims to address how fiddly it has been to destroy Proximity Sensors, they should be much easier to hit now.

Stun Gun/Nullifier
  • Re-introduced the Stun Gun after a re-work, it is now known as the Nullifier
  • Players hit by the Nullifier are put into a “nullified” state for several seconds, during which they cannot attack or use items, but are still able to move. During this time the player is fully impervious to damage or effects from items


Specializations

Winch Claw
  • Winch Claw will now force players it hooks into the ‘uncontrolled’ state, adjusting the victim’s bullet dispersion and recoil as if they were falling from a building
Dev Note: Players’ ability to very accurately shoot a Winch Claw user, while being pulled is something we feel is a little too strong. This change is a subtle nudge to make fighting back while being winched slightly less viable

Weapons

.50 Akimbo
  • Decreased damage falloff minimum range from 37.5m to 35m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 47.5m to 42m, giving the weapon a slightly shorter effective range


93R
  • Increased damage falloff minimum range from 28m to 32m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 35m to 40m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.55 to 0.4, meaning the weapon now does slightly less damage at range


ARN-220
  • Decreased the length of the quick reload animation from 0.95s to 0.75s
Dev Note: This is a small buff to the ARN, partially to boost its power but mostly aimed at making it feel a little less clunky.

Cerberus
  • Decreased pellet count from 12 to 11, effectively lowering the max damage per shot (minus fire damage) from 120 to 110
  • Updated pellet pattern to retain a similar coverage per shot, despite the removal of one pellet, meaning the weapon should retain a similar accuracy to before
Dev Note: The Cerberus has been performing very well this season and we’ve decided we need to bring it back in line with other weapons. This small reduction in damage should help achieve that while still keeping the weapon viable.

FAMAS
  • Decreased damage falloff minimum range from 37.5m to 35m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 47.5m to 42.5m, giving the weapon a slightly shorter effective range


M134 Minigun

Dev Note: We have seen your feedback on how easy it is for players to keep the M134 ‘spun up’ while moving, juggling the spin-up state and making it quite powerful in the right hands. This is something we’re monitoring and are likely to adjust the balance of in an up-coming patch, but the changes we’re considering aren’t ready in time for 6.6.

Model 1887
  • Decreased the pump-action duration from 0.8s to 0.78s, effectively increasing the fire rate from 75RPM to 77RPM
  • Increased damage falloff minimum range from 15m to 20m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 25m to 30m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.7 to 0.65, meaning the weapon now does slightly less damage at range
Dev Note: Since our last round of changes to the Model, it has performed slightly worse than we would have expected. These changes are aimed at buffing it ever so slightly while increasing its effective range to give it a more unique feel compared to the other shotguns. We’re mindful that we don’t want to nudge it too far in a single change, as we’d prefer to not go back to a meta where this versatile weapon is overly effective.

R .357
  • Increased damage falloff minimum range from 23m to 27.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 40m to 44m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.45 to 0.4, meaning the weapon now does slightly less damage at range


SA1216
  • Decreased rate of fire from 200RPM to 190RPM
  • Decreased the length of the magazine rotation animation from 1.1s to 0.8s, effectively speeding up the weapon’s fire rate when firing more than four shots
  • Updated magazine rotation animation so it’s a little easier to see
  • Updated recoil pattern slightly, to retain approximately the same recoil behavior prior to the rate of fire reduction
Dev Note: This is a small nudge to reduce the power of the SA1216, which remains one of the most effective weapons in the game. The decrease in the length of the magazine rotation animation, as well as the updated animation, are quality of life changes that hopefully improve the readability of the weapon and make it more accessible to a wider audience. The animation change also effectively increases the weapon’s fire rate in scenarios where the player takes more than four shots

[h3]Content and Bug Fixes [/h3]

Animation
  • Smoothed the animation for dropping held items when blending back to the equipped item
  • Fixed an issue where the wrong magazine could sometimes be inserted into the ARN-220
  • Fixed an issue where the discarded magazine would launch forward when reloading the Lewis from empty
  • Polished Cerberus reload and inspect animations to reduce clipping
  • Fixed the M134 Minigun crouch pose during interactions to prevent your third person pose being lower than intended
  • Fixed an issue where the third consecutive Spear attack animation could sometimes be skipped
  • Reworked the animation for the Sword's secondary attack to better match the action, and fixed an issue where the third-person attack animation would not play correctly, causing confusion about damage for players being hit by it
  • Fixed animations looking incorrect when crouching with the CL-40
  • Fixed an error where the weapon could briefly show when carrying an object and vaulting at the same time
  • Fixed an issue where getting eliminated with fully-charged Defibs could prevent weapon inspection after respawn
  • Fixed an issue where the Sledgehammer and Spear could block the view while vaulting by lowering the weapons instead
  • Updated the animation for being Winched to better show the gun-ready state at the right time to reduce confusion
  • Fixed the Riot Shield sometimes blocking the view during a high vault
  • Fixed an issue where the Riot Shield could briefly cover the screen during weapon swaps
  • Slightly reduced visual recoil on the M11 Holographic Sight to match the Red Dot Sight
  • Fixed an issue where a white "mask" could appear during emotes with some faces
Audio
  • Improved audio for bots
  • More Scotty and June dialogue to better reflect team performance in TDM
  • Added announcer voice over when billboards light up
  • Updated Cashout lines for Round 2 and Final Round
  • Fixed an issue where Power Shift Overtime lines would not play
  • Added new lines for Power Shift's Sudden Death phase
  • Improved the audibility of single-shot weapon fly-bys, making them easier to hear when nearby
Clubs
  • Increased the maximum Club size to 100
Contracts & Circuits
  • Resolved issues where eliminations with the Tracking Dart and Defibrillator did not count toward elimination contracts with Gadgets
Customization & Cosmetics
  • Adjusted the size of Derbies shoes when equipped on light contestants for a better fit
  • Fixed camera being offset when entering Charms/Stickers/Sights screen while certain skins were equipped
  • Tweaked lens material for Reflex Sight 02 to remove the yellow glow sometimes present in the shaded areas of sunny maps
  • Expanded Character Customization by splitting Body Paint into new categories: Face Paint, Body Paint, Tattoos, and Nails. What was previously a single Body Paint item is now organized across these categories. Existing outfits have been updated, and players who already own relevant items will automatically receive the new options
  • Fixed an issue where certain customizations could sometimes float or clip with the character when switching contestant body type prior to a game or in the Practice Range
  • Fixed color issues with the Neon Nightslinger outfit to ensure team colors appear correctly to all players
  • Fixed mesh stretching on the Satchel
  • Fixed stuttering on the SR-84 Ghillie Canopy skin
  • Fixed alignment issues between some faces and facial hair
  • Fixed an issue where Stickers could partially cover Sponsor texts on the ARN-220 'Cash Chicane' and 'Active Deterrent' skins
  • Fixed an issue where charms could block aim down sights on the Revolver
  • Fixed the look of the cloth under the arms of the Canyon Carver Poncho
  • Fixed an issue where creating new contestants could exceed the 'My Outfits' limit
Game Modes

Practice Range
  • Players can now enter together with their party (up to 5 players)
  • We are aware of an issue where Quick Melee does not always work in Practice Range. We are investigating the issue but a restart of the session should resolve it

Power Shift
  • Fixed incorrect text about extended respawn timers being shown

Tutorials
  • Replaced old target bots in existing tutorials with new ones
  • Fixed issues where the tutorial Cashbox, Cashout Stations, or Vaults could go missing

Terminal Attack
  • We're aware of an issue in terminal Attack mode that causes player health to be able to fully regen to the maximum health value, rather than the intended capped values. We're investigating the cause of this and will deploy a fix as soon as we can

TDM
  • Tweaked backfill conditions to always allow backfill in the first round, or in later rounds with at least three minutes remaining and no team above 15 kills
  • Fixed an issue where outfit selection changes for the second and third rounds weren’t working as expected
  • Fixed an issue where the outfit list would disappear after changing outfits in a previous round
Gameplay
  • Health Canister Carriables can now spawn in all game modes except Terminal Attack
  • Fixed an issue where the state of destruction could desynchronize after a reconnect or backfill
  • Fixed various issues where Cashbox, Cashout Stations, and Respawn Statues would incorrectly trigger "out of bounds" behavior
  • Fixed an issue where players would not receive Support Score for healing a revived teammate
  • Fixed an issue that could cause horizontal Ziplines to be placed incorrectly
  • Fixed an issue where the wrong text could appear when using a respawn coin
  • Adjusted hitmarker size when aiming down sights (ADS) to reduce obstruction while zooming in with the Sniper Rifle
  • Fixed a very spooky issue where Statues would show up in the previous death location for 1 frame
  • Resolved issues where players who died while experiencing an effect that requires team colors could sometimes default back to a neutral color
  • Improved optimization to slightly reduce the feeling of being shot around corners
  • Fixed an issue where the health bars of enemy players that the player had just been spectating, continued to display for a brief second after the player respawned, giving away the enemy's location in the level
  • Fixed an issue where players could spawn with missing ammo if they click LMB during round start
  • Fixed a rare issue where you couldn't switch the contestant you were spectating
  • Fixed a rare issue where players could lose mouse input during a round
  • Fixed one issue where effects, like sonar tracking, fire etc, would remain visible for far too long
Dev Note: Lingering visual effects on contestants after exposure have been haunting us for a long time! We believe we’ve fixed the most prominent cause…but some cases remain. We’ll keep chasing it and you should keep letting us know when it happens to you! Player reports have been so helpful!

Maps

General
  • Las Vegas 2032 is back in the public map rotation for Quick Cash, Terminal Attack, and Ranked Tournament
    Dev note: We knew you were missing it. What happens in Las Vegas 2032, stays in Las Vegas 2032!
  • Fixed sizes, aspect ratios on multiple THE FINALS logotypes and branding textures on all maps.
  • Adjusted the health of some decor and features to better match their size and material
  • Tweaked Billboard Highlight scoring to feature more varied events and show players more frequently, including a new event for last-second steals
  • Fixed a bug causing destruction visuals to not appear in certain scenarios
  • Updated the height of concrete beam piles to match other cover and fixed some that were indestructible

Fortune Stadium
  • Fixed an issue where the out-of-bounds border could cut through parts of the level in Team Deathmatch

Kyoto
  • Adjusted and removed several Cashout Station locations in the Bamboo Forest and near the Villa Compound water
  • Carriables can now be thrown through lattice windows without fear of them bouncing back at you

Las Vegas 2032
  • Fixes for floating signs and invisible collision

Las Vegas Stadium
  • Minor destruction tweaks to the ALFA ACTA buildings

Monaco
  • Collision cleanup of multiple Monaco assets to enhance movement, performance and traversal
  • Fixed a minor issue where THE FINALS logo was cropped on the buildings

Practice Range
  • Added Health Canister dispenser

Seoul
  • Re-balanced structural strain to get more refined and varied destruction
  • Fixed a rare issue where horizontal ziplines could have incorrect exit points

Skyway Stadium
  • Fixed overlapping doors and misplaced railings in the large hotel building


Private Matches & Spectator
  • Fixed an issue where assigned spectators would end up in separated sections
  • Added an error message for trying to create a private lobby without being the party leader
  • Fixed an issue where controllers would lose focus when entering the private match screen
  • Spectator screen now correctly displays performance icons
  • Fixed an issue where lobby size could be reported incorrectly for some game modes in private matches
  • Fixed rare issues where spectators could end up outside the map
  • Fixed an issue where the Manage Players section would not stay consistent while moving players around
  • Fixed gamepad navigation and interactions not working correctly in the private matches screen
  • Premade parties are now disbanded when joining a private lobby.
Settings
  • Made the selection scroll to the top when restoring default settings for interface options
  • Added new Text Chat settings: Background Opacity, Text Size, Toggle Channel Icons, and the ability to hide the Club Chat in-game.
  • Chat and voice settings have been moved to the Social tab for easier access
  • Fixed missing descriptions for several options in the Settings menu
Social
  • Text Chat now supports Party, Squad, Private Lobby, and Club channels
  • Added timestamps in Club chat
  • Fixed an issue where the friends list would update and reorder while interacting with it
Specializations

Winch Claw
  • Fixed an issue where winched players would not be pulled through smoke
Stability & Performance
  • Fixed some of the most recurring crashes
  • Optimized shader pipeline precompilation for CPUs with fewer cores
UI
  • Discounts are now correctly shown on outfit icons
  • Updated the look of the Cashout HUD
  • Fixed an issue where a teammate's name might not display correctly after backfilling into a session
  • Fixed an issue where the play button could get stuck in a cancel state when failing to join a private lobby
  • Fixed an issue where images appeared stretched for a few frames in the main menu when starting the game
  • Fixed an issue where store tiles could remain stuck in an upscaled state after being clicked
  • Fixed a bug causing new markers to reappear unexpectedly in the Game Mode section
  • Text and voice options now display consistent enabled/disabled states in the social menu
  • Fixed an issue where players lost focus on the end-of-round screen, requiring a click to regain focus
  • Added a “Mark All as Seen” button to quickly clear new labels from Game Mode screens
  • Added mute and unmute messages to the log
  • Fixed seeding display for your own team in tournament brackets
  • Fixed an issue where store tiles sometimes showed a white background instead of their content
  • Fixed an issue where discounts were not shown correctly on gifting buttons
  • Fixed various frontend tabs that could incorrectly be moved using the mouse
  • The Friends list in the gifting screen now shows online friends at the top. Friends who already own the item are grouped at the bottom but still listed above offline friends who own it
  • Fixed matchmaking notification showing the wrong game mode name to teammates after picking a new mode
  • Rich Presence timer now shows the full match duration instead of just the current round
  • Fixed an issue where contestant icons sometimes failed to load quickly enough
  • Added progression info and hotlinks for Battlepass, Career, Sponsorship, Circuits, and Contracts, along with updated visuals when returning from a match
Weapons

Spear
  • Fixed a rare case where the spin attack would not damage nearby enemy contestants

Sword
  • Fixed an issue that made it possible to perform an unintended extra strike with the Sword during a secondary attack, this is more commonly known as “phantom strikes”




Update 6.5 - Drop In, Dance Out!

[h2]Update 6.5.0[/h2]

[h3]Drop In, Dance Out[/h3]

We’re keeping things stylish (and a little silly) this week with a fresh store rotation and the return of one of our most fabulous World Tour events. Just in time to loosen up before the mid-season madness hits next week!

[h3]World Tour: Strike a Pose 2.0[/h3]

ENGIMO is bringing back the boogie!

In this event, dancefloors light up the Arena every time a cashout is started, stolen, or secured. Drop an emote while you’re on the floor to earn extra cash for your team. Style matters, and now it pays.

Arenas in rotation:
  • Bernal
  • Fortune Stadium
  • Las Vegas Stadium
  • Monaco


[previewyoutube][/previewyoutube]

This Week in the store we’ve got cardboard and carbs:

Spud Slinger Set

“Serving up the perfect side dish for total annihilation.”

Launch the legendary Spudnik CL-40 skin, complete with the Tuber Trooper charm and This Means You weapon sticker. Mash the competition, literally.

All Boxed In “Sharp lines, edgy style.”

A hand-drawn cardboard headpiece for contestants who prefer to think inside the box, and wear it too.

Flatpack Bundle “Looks fragile. Hits hard.”

Includes the Krafty Crackshot Minigun skin: a corrugated cardboard carnage machine with absolutely zero chill.

[previewyoutube][/previewyoutube]

No gameplay changes or fixes this week, just a bit of fun and flair before next week’s mid-season update, which brings some fresh new content..

Now strike a pose, collect that cash, and we’ll see you on the dancefloor.

Update 6.4 - Protocol Overdrive & Week 2 of Bunny Bash!

[h3]Update 6.4.0[/h3]

Chaos Refined, Carnage Redefined

This week’s update is all about controlled chaos. Tuning weapons for precision, flipping the switch on full-blown gameshow madness, and suiting up in some of our most stylish sets yet.

Gameplay-wise, we’re making targeted balance changes to two of the Arena’s most talked-about weapons. The CB-01 Repeater gets a boost to its environmental damage, making it far better at dealing with deployables and ziplines, while the Minigun receives a notable accuracy upgrade when focus-firing. We’re not touching the spin-up mechanic just yet, but it’s something we’re actively evaluating as the season progresses.

Week 2 of Bunny Bash is also live now, with a new circuit of event contracts for you to complete for some amazing rewards!

[h3]World Tour: Protocol Overdrive (Sponsored by ENGIMO)[/h3]
ENGIMO is redefining chaos - again.

In Protocol Overdrive, gameshow events don’t just show up once per match - they hit back-to-back, dropping contestants into a relentless gauntlet of environmental hazards and alien mayhem.

Expect short moments of calm between bursts of absolute madness, with Meteor Showers and Alien Invasions shaking up the mid-game and forcing players to adapt on the fly. There’s barely time to breathe before the next disaster hits.

Arenas in rotation:
  • SYS$HORIZON
  • Bernal
  • Kyoto
  • Las Vegas Stadium


[previewyoutube][/previewyoutube]

Over in the store, we’ve got a wild lineup of new cosmetics ready to drop:

Night Munchies Set “Carrots optional, casualties guaranteed.”
Suit up in the Predator Payload outfit, complete with Assault Rabbit headgear and glowing Warren Glare eyes. Fluffy on the outside, ruthless on the inside.

Arena Vision Set “For contestants who see every angle in THE FINALS.”
Featuring the Sappy Ending skin for the Cerberus, Sledgehammer, and SR-84. Because every story should end with a bang.

Opulent Heavy Bundle "Devastating luxury, tailored for destruction."
Dominate the battlefield with Skullbound Oblivion skins for the Shak-50, Flamethrower, and M60 - dark, ominous, and absurdly stylish.

[previewyoutube][/previewyoutube]

Now, let’s check out the balance changes (with dev notes) in detail:

Balance Changes

Weapons

CB-01 Repeater
  • Increased environmental damage from 8 to 18
Dev Note: With the previous environmental damage value the Repeater had a tough time destroying ziplines. This change should help to address that.

M134 Minigun
  • Decreased bullet dispersion when standing still and ‘focus firing’ (secondary fire) by approximately 10%, making the weapon more accurate
  • Decreased bullet dispersion when moving and focus firing by approximately 10%, making the weapon more accurate
Dev Note: We really like that the spin-up time of the Minigun encourages players to adopt a different style of play to other weapons when using it, such as making use of various shields to protect while spinning up, or using Proximity Sensors to provide an early warning that gives time to spin-up. Because of this, despite some feedback that the Minigun is a little underpowered, we’re reluctant to address that by reducing the spin-up time and making the gun more responsive, as this risks it simply turning into another LMG. Instead, we’re making an adjustment to the weapon’s accuracy to make it slightly more effective at range. Performance wise, our data is showing the Minigun performing somewhere in the middle of the pack, so we’re reasonably happy with how it’s behaving.

We do feel that ‘juggling’ and maintaining the spin-up state while moving is a little too easy right now, so it is our intent to review that and potentially change it later this season, as we do really want using the Minigun to commit players to being prepared in how they play, but it’s likely that if that change does go ahead, it will come with some other tweaks to offset that change. We’ll see exactly where we go with that as the season goes on.

Bunny Bash Returns!

Update 6.3 – Bunny Bash is Back! 🐰💥

Outfits fluffed, basket loaded—Bunny Bash returns!

Our egg-cellent spring event is back, and this time it’s taking over Power Shift! For the next two weeks, you’ll be hopping into a version of the mode with locked loadouts, hand-crafted for chaos. Each class brings a different flavor of mayhem, from Miniguns and Mesh Shields to Glitch Grenades and Thermal Bores. It's time for some seasonal fun, and a chance to rack up egg-cellent rewards.

Bunny Bash takes place across: 

  • Horizon

  • Monaco

  • Skyway Stadium

  • Kyoto

  • Bernal

  • Las Vegas Stadium


[previewyoutube][/previewyoutube]

You’ll play through two circuits, each with five reward milestones, the first is live now, and the second hops in next week!

What can you earn?

  • Punk Bunny EarsGood Hare Day

  • Punk Chicken Outfit PiecesCoop Core Vest, Nest Runner Pants, Fowl Fingers, Cluck Kickers

  • CharmRebel Hatcher

  • Weapon SkinsRapid Scrambler for the CB-01, ARN-220, and M134

  • Goo Grenade SkinTama Easter Fling


Bunny Bash is live for two weeks until the 24th of April!

See you in The Arena, let's get bashing!

Update 6.3 - Bunny Bash is Back!

[h2]Update 6.3 - Bunny Bash is Back! [/h2]
Outfits fluffed, basket loaded. Bunny Bash returns!

Our egg-cellent spring event is back! For the next two weeks, you’ll be hopping into a version of Power Shift with locked loadouts, hand-crafted for chaos. Each class brings a different flavor of mayhem, from Miniguns and Mesh Shields to Glitch Grenades and Thermal Bores. Time for some seasonal fun,and a chance to rack up some amazing rewards!

Bunny Bash takes place across:
  • SYS$Horizon
  • Monaco
  • Skyway Stadium
  • Kyoto
  • Bernal
  • Las Vegas Stadium

You’ll play through two circuits, each with five rewards. The first is live now, and the second hops into action next week!

What’s at stake? What’s the rewards?
  • Punk Bunny Ears - Good Hare Day
  • Punk Chicken Outfit Pieces - Coop Core Vest, Nest Runner Pants, Fowl Fingers,Cluck Kickers
  • Charm - Rebel Hatcher
  • Weapon Skins - Rapid Scrambler for the CB-01, ARN-220, and M134
  • Goo Grenade Skin - Tama Easter Fling


[previewyoutube][/previewyoutube]

Spring Twitch Drops are LIVE!
Watch any THE FINALS creator on Twitch for 3 hours total to earn the Green Shoot skin for the ARN-220, CB-01 Repeater, and M134 Minigun. Cute, springy, and just a little too fresh for your enemies.

Ruby Rank is now unlocked!
Think you've got what it takes to stand with the best? Ruby Tier is now open in Ranked Tournaments, climb your way into the Top 500 and prove it. The grind just got steeper.. and a whole lot sweatier.

ENGIMO takes the stage!
ALFA ACTA have ended their generous sponsorship in the World Tour, and now the seasoned veterans over at ENGIMO takes the stage!
They'll kick off their sponsorship with some Standard Cashout.
Pure Competition, Perfectly Broadcast, Perfectly Connected - just the way ENGIMO wants you to see it!

[previewyoutube][/previewyoutube]

On the gameplay side, Update 6.3 brings a nerf to the Sword’s secondary attack, aiming to reduce the frustration many players have felt when facing this very sharp stick.
We’ve also rolled out a wide slate of bug fixes and improvements across UI, animations, performance, and more.

Finally, Balance-wise, the meta’s looking more stable than it has in a while, but we’re still keeping a close eye on standout contenders like the Cerberus, Pike-556, FAMAS, and the Season 6 newcomers: M134, CB-01, and ARN-220.

We’ve also got a stacked store rotation this week. Is it a bird? Is it a plane? Nope, that’s a snuke!

[previewyoutube][/previewyoutube]

Now, let’s hop into the full patch notes below, before we hop into Bunny Bash! 🐣

[h3]Balance Changes[/h3]

Dev Note: This week's balance changes are fairly light as right now, the overall meta is looking more stable than it has for a while. We are monitoring several items based on their performance at present though and are likely to make some adjustments to them in the coming weeks. These include the Cerberus 12GA, Pike-556 and FAMAS, as well as each of the three new weapons, the M134 Minigun, CB-01 Repeater and the ARN-220.

Additionally, we’re continuing to monitor the performance of the respawn system in Cashout mode and expect to have some refinements to make to the system in the 6.6 update.

Weapons

Sword
  • Decreased secondary attack damage from 140 to 105
Dev Note: The Sword has increasingly become a source of frustration for a lot of players, especially Light players, who feel its ‘one-shot’ potential when combined with Quick Melee is too oppressive. Over time, we’ve been trying to reduce the potential for one-shots in a lot of places in the game and we feel it’s time to address that here. We believe the sudden rise in frustration with the Sword is also partially due to the removal of the Stun Gun, which was many Light players’ answer to a fast lunging Sword user in the past. This change removes the essentially one-shot potential of the Sword.

Longer term, we’re going to continue to monitor the Sword and explore some alternative changes that might allow us to nudge the lunge damage back up, but that will take more time and we’d rather try to address this issue now than wait. We’ll also need to see how things change once the re-worked Stun Gun returns, which should be around 6.6.

Additionally, there are several exploits and bugs we’ve become aware of related to performing extra or ‘phantom’ attacks, which we’re aiming to fix in the near future.

[h3]Content and Bug Fixes [/h3]

Animation
  • Fixed an issue on the standard reload for the AKM where the magazine was flicked in the wrong direction, it now flicks forwards as intended
  • Fixed an animation issue where the Haptic Reload animation for .50 Akimbo looked broken from another player's perspective
  • Fixed an animation issue where cancelling the Wild Draw inspect animation for the Throwing Knives by attacking looked broken from another player's perspective
  • Added missing shell eject for the CB-01 Repeater lever action animation
  • Updated the M26 Matter reload animations to move the reticle less when aiming down sights
  • Fixed a rare issue where the upper body on the third person contestant could become out of proportion
  • Fixed the recurve bow’s animation breaking when swapping to another item while the bow is charged
  • Fixed an issue where the Dual Blades was offset from the contestants hands in third person while sprinting
  • Fixed the left arm looking broken in third person when equipping the breach charge while crouching
  • Fixed an issue where the hammer for the CB-01 Repeater changed position when sliding and aiming down sights


Badges
  • Removed faulty tier indicator number from the Ruby Badge


Characters & Customization
  • Fixed a lighting issue on the contestant cards
  • Fixed a lighting issue with some of the hairstyles
  • Reduced the frequency of Moolah charm mooing, with a lower chance of the sounds playing on eliminating an enemy
  • Updated frontend size of riot shield, making it easier to preview skins on shields


Clubs
  • Browse Clubs screen now hides full clubs by default
  • Filter toggle added to include full clubs


Controller
  • Fixed an issue where the controller rumble was turned on when spectating other players


Gadgets

Barricade
  • Fixed an issue with the text looking wrong on certain skins


Game Modes

General
  • Fixed an issue that would previously lead to incomplete information when inspecting your teams loadout at the start of the match

Cashout Modes
  • Cashboxes that are hidden, due to being carried, are now briefly visible when a contestant spawns

Team Death Match
  • Fixed a rare issue where the wrong loadout was selected in TDM when entering the round
  • Fixed an issue where if backfilling into a Team Death Match game the user would not have all their loadout options available
  • Fixed an issue that would make backfilling not work after the first round in team deathmatch and further tweaked the rules for backfilling
  • Adjusted map borders for the OSPUZE and ENGIMO locations on Las Vegas Stadium so they no longer cut-out the jump pads on the street next to the spawns
  • Fixed an issue on Kyoto where you could bump your head against invisible collision above the Hillside building

Practice Range
  • Fixed an issue so that bots that got respawned by players now always show their correct animations
  • Changed so that bots in the practice range stops firing against each other if the player is too far away from them
  • Improved the responsiveness of bots reacting to player and dynamic behavior


Gameplay
  • Added more thorough environmental kill tracking for winch claw, attributing kills when the pulled object pushes another player out of bounds
  • Fixed an issue where gateways could be used to end up outside the Arenas boundaries on several locations in Team Death Match
  • Fixed a rare issue where picking up an interactable item would cause the mouse to be blocked for the rest of the session
  • Fixed an issue where picked up objects could sometimes drop inside geometry in an incorrect way
  • Prevent items from being teleported infinitely when gateways are placed closely together in a confined space
  • Fixed an issue with ammo showing up as 0/0 after respawning
  • Fixed a rare issue where after an elimination the flow would not proceed beyond the kill-cam, the contestant can now respawn while stuck in kill-cam if it were to happen
  • Fixed another issue that could cause sights and scopes to appear misaligned
  • Fixed issue where the first person weapon would cover the screen after teleporting through the gateway while holding a carriable
  • Fixed an issue where players could vault onto obstacles while holding interacts


Arenas

Bernal
  • Fixed a staircase in the Hotels (ISEUL-T) area being slightly too steep, causing odd movement behavior when jumping into it in specific ways

Monaco
  • General polish on collision, materials, and destruction
  • Fixed an issue with missing polygons in attic floor in one of the Monaco House
  • Removed tree from path that players often got stuck on
  • Improved and fixed some minor issues with ground collision

Las Vegas Stadium
  • General polish on collision, materials, and destruction
  • Fixed an issue with decals on Las Vegas Stadium that covered jump pads

Kyoto
  • Fixed an issue where paper walls in Kyoto would sometimes not get destroyed right away
  • Fixed issue with missing holes in Kyoto Temple floor leading to basement
  • Simplified some collision on Kyoto to reduce memory cost and increase performance

General
  • Fixed an issue with streaked lines appearing on billboards based on customization
  • Reworked billboards to be more cosmetic accurate and less error prone from visual artefacts


Performance & Stability
  • Optimized GPU performance in high-load destruction scenarios
  • Fixed some of our more common crashes


Private Matches & Spectator
  • Added global kill-feed to spectator slots
  • Fixed an issue with VOIP where players in a party could still hear each other through VOIP in a private match when placed in different teams
  • Allow for opting out of game show events in private matches
  • Fixed distant outlines not showing up in spectator mode
  • Fixed an issue in the Lobby when too many players joined at the same time they could start duplicating
  • Fixed the spectator keybind info not being accessible in Power Shift.
  • Added Original Las Vegas as a selectable map in private matches


Rendering
  • Fixed an issue where volumetric effects appeared black on lower quality settings


Settings
  • Added support for NVIDIA DLSS 4, including multi-frame generation, and the latest SuperResolution models. See the updated DLSS related options in the Video settings.
  • Added an option to choose between "CNN" and "Transformer" models for NVIDIA DLSS in the Video settings.
    • "CNN" is the model coming from DLSS 2 and 3 versions. It's a fast and high quality method.
    • "Transformer" is the new model introduced with DLSS 4. It's even higher quality, but more GPU intensive.


UI
  • Fixed a rare issue where the scoreboard could be viewed in an incomplete state at the start of the match
  • Fixed an issue where the reload times were incorrect for ARN-220 and CB-01 Repeater in the weapon overview screen
  • Improved the frontend equipping functionality to ensure the correct parts are selected and equipped when purchasing a bundle
  • Fixed an issue where you could scroll the text area of a player card
  • Fixed issue where some in-game UI elements could get drawn on top of menus
  • Rich presence status now correctly displays 'Editing Contestant' while in the Contestants menu
  • Fixed an issue with the “My Outfits” tab where the inspect action would sometimes preview the incorrect customizations
  • Fixed an issue with outfits created after you have reached the limit of allowed outfits
  • When renaming outfits there's no longer a warning message when the name of the outfit is the same name as you started with
  • The tiles in My Outfits feature a new hover icon for better visibility of the options menu
  • The expressions tab no longer resets to the top category when re entering the screen from inspect/battlepass/store
  • Removed Quit button from "game summary screen" and improved the skip/next flow in the end of round/reward flow
  • Fixed badges getting cropped incorrectly in the reward card
  • Fix player cards sometimes not updating after editing outfits


Weapons

Minigun
  • Winding up the minigun no longer uses the secondary fire input action. Instead winding up the minigun uses the same keybind as aim down sight (Hold or Toggle)

SR-84
  • The scope movement when aiming down the scope is now toned down to more accurateLy reflect where the shots will land when firing
  • Improved the camera motion when crouchiNg or stopping after moving while aiming down the scope
  • Fixed first person sniper scope visuals flicKering when going into crouch

Revolver
  • Fixed an issue where the Horizon Hammer skin was slightly misaligned when aiming down sights

Security and Anti-cheat
  • Improved messaging for forbidden tools
  • Refined detection systems