My suggestions for improving the game: The problem with The Finals is that it lacks depth and doesn't captivate players for long. After playing for a week, it starts to feel repetitive and monotonous. Sure, you can come up with different strategies and builds, but it’s not enough. The only thing that might keep players from getting bored is the ranking system, where you strive to climb higher and higher. I’d like to propose making the game deeper in terms of understanding and learning, with the key point being to make it more challenging. Many people enjoy simple games, but they won’t stick around for long. Engaging online games should encourage players to learn the game’s mechanics to grow and improve. The game is great because it has a low entry barrier, but I suggest raising it slightly-not making it gigantic, though. • The first thing I’d like to suggest is adding the ability to upgrade abilities or weapons at different levels with choices. The key point is choice, so that players can study what’s better and explore mechanics and strategy. However, it’s important not to turn the game into another grind-fest where you spend your life leveling up a character. For example, let’s say we have a revolver. You could add an option at level5 to choose between 1) an additional stabilizer, such as a laser sight to reduce spread, or 2) an attachment that allows you to fire two bullets at once. Another example: give snipers a choice at level 5 to either 1) temporarily transform their sniper rifle into a small pistol for self-defense in sudden attacks, or 2) gain the ability to shoot teammates to heal them. Another example, when dashing with a light character, at the 10th dash level, 1)you can choose either to get +1 additional dash, making it 4 instead of 3, or 2)to gain the ability to pass through thin objects or characters using the dash. Or Another example, add the ability at level 10 of the knife to use the right mouse button so that it not only performs a backstab but also allows you to throw the knife (similar to kunai). If the thrown knife hits the enemy in the back, it would deal the same damage, but if it misses the enemy, it would get stuck in a wall and need to be retrieved. This would be a side effect of the upgrade. This would be the left upgrade path; I haven’t thought of a replacement for the right path yet. :D (just make him throw the knife only if you hold down the right mouse button for 2 seconds, so that you don't lose the opportunity to just hit) You could create 10 weapon levels, where at levels 5 and 10, players can combine different options. The most interesting part would be experimenting with and learning the mechanics of various combinations. And the most interesting idea would be combining mechanics with your team. For example, at level 10 of the revolver, a player could unlock a special effect where one of the seven bullets coats the enemy in an oily substance, making them more vulnerable to fire and slowing down. If an ally quickly throws a fire grenade or uses a newly added fire attack, the enemy would take double damage due to the synergy of the two effects. These are just examples to illustrate what could be done. • Second, consider adding upgrades during the match itself. For example, after killing an enemy, or after five or three kills, the enemy could drop a coin that can be picked up and deposited in a bank or simply collected. This would grant some sort of upgrade, such as increased damage, speed, slide speed, or some unique ability. Or a system of dynamic upgrades through "combat perks." During a battle, players can accumulate points by performing certain actions: kills, capturing objectives, supporting the team, etc. These points can be spent on purchasing temporary perks (upgrades) that last until the end of the match or until the character's death. Examples of perks include: Increased fire rate: boosts shooting speed by 20% for 30 seconds. Adrenaline shield: temporarily increases health or shield by 15%. Combat engineer: speeds up reloading or allows quicker setup of traps and other devices. Or ability enhancements In conclusion, I want to say that the game should be designed in a way that encourages players to think more and try to predict other characters' behavior based on their abilities and weapons. Players shouldn’t just play-they should study the mechanics and use them strategically.
Ive been playing since game came out. And ill tell you the best weapon build but shhh its a secret.... M5 short barrel with close combat rounds with the blue laser and just normal red dot sight. It has 910 rounds per minute it jas fast handling and so on. Know your guns in real life and you'll do better with your builds.
My combo is the first smg, what is it, the pbx-something? Then I put close range attachments on it. My secondary is the 500 shotgun. I play falk with the ammo crate and smoke grenades and push the attack on the frontlines. Run n gun
Check this one out and let me know what you think. It's a beam, and that's just attachments, I don't think I tweaked it at all yet. Check it out, do some improvements if you can and maybe send back a new code or make Vid. It's my go to gun on the sniper class when I go in for the push. SG 552 Assault Rifle-5620492360728209742-Havoc Warfare
I couldnt really get behind this gun in 2042 but it looks like they did the SCAR some justice here. It should hit hard and be a little tough to control (CoD 2019 got it right).
wow, it your first tip it almost looks like the difference between pulling down on the mouse and not to control recoil. Im sure your doing anything like that though 😉