"The Finals" is a dynamic first-person shooter where three factions engage in fierce battles for victory. The game focuses on delivering the best experiences through intense combat and strategic movements. It features three main character classes: Light, Medium, and Heavy.
Light characters in "The Finals" embody freedom of movement and high speed. Controlling a light class allows players to swiftly and smoothly navigate the game map. However, the light class offers not only advantages in movement but also a variety of options to choose from. In this article, we provide an overview of the best light characters, examining their characteristics and features. Additionally, we highlight two gameplay strategies within this class that we consider to be the most effective in the current context.
Weapons for the "Light" class
Dagger
Advantages: Effective at close range.
Disadvantages: Low damage, difficulty approaching enemies.
In a limited number of games where melee combat with a sword predominates, The Finals features the dagger, which is useful only at extremely close range. Combining it with gadgets like the explosive bomb can create interesting tactical maneuvers. The heavy attack is also less effective; it is slower and does not deal significant damage.
Unfortunately, the damage is not impressive. Considering the number of hits required to eliminate an opponent, spending time approaching unnoticed or in a safe manner may not be justified despite the fast movement.
Sword
Advantages: Higher damage compared to the dagger.
Disadvantages: Slow attack speed.
Similar to the dagger, effective use of the sword requires being close to enemies. The sword has a slower time between attacks compared to the dagger, which can pose a challenge if you aim to quickly enter and exit combat.
The damage slightly surpasses that of the dagger, making the sword more effective. If you can approach the enemy unnoticed and quickly retreat, you can surprise attack opponents before their comrades realize what's happening.
LH1
Advantages: High rate of fire.
Disadvantages: High recoil, low damage.
The LH1 is a scout rifle with a range comparable to the SR-84 but with a higher rate of fire. It is not the best weapon among the available options; its control feels chaotic, and the recoil is significant. It is clearly not intended for close-range engagements, so it's better to refrain from using it there.
It inflicts greater damage at a distance, making it useful for shooting at opposing teams traversing the maps. The sights are also not the best and may seem more like an obstacle than something useful.
SR-84
Advantages: High damage.
Disadvantages: Ineffective at close range, some maps are rich in obstacles.
The SR-84 is one of the few long-range weapons available to the "Light" class. This weapon hits hard, especially with headshots. You will be far from the battle when using it, making it a good choice if you dislike close combat.
On many maps, the SR-84 proves to be useful. However, The Finals is a fast-paced game focused on constant movement, making it challenging to maintain the necessary pace.
SH1900
Advantages: High damage.
Disadvantages: Only two shots before reloading.
The SH1900 is a sawed-off shotgun with both positive and negative characteristics. Overall, it is a powerful weapon capable of dealing significant damage to enemies. When combined with light gadgets like the disappearing bomb, you can suddenly ambush enemy teams without warning.
The weapon's drawbacks lie in its range and magazine size. Since it's a shotgun, you need to be very close to deal damage, ruling out long-range encounters. You can only fire two shots before reloading, making it sometimes feel like you reload more often than you fight.
Throwing Knives
Advantages: High damage, usable at both close and long range.
Disadvantages: Slow to use, challenging to aim.
While the sword and dagger may not be highly regarded in The Finals, throwing knives are impressive weapons for use in any battle. Despite dealing a lot of damage and being able to quickly end a fight, their downside is their slow usage. The right mouse button's special attack takes even more time, and its damage is not as substantial.
It's a good weapon for use at both short and long distances, making it an excellent, versatile tool. Whether you're pursuing an opponent in motion or defending against approaching teams, knives are always at hand.
M11
Advantages: High rate of fire, high damage, large magazine size.
Disadvantages: High recoil, ineffective at long range.
The M11 is the classic pistol in The Finals, as every light player starts with it. The submachine gun deals decent damage at close range, so if you want to get into the thick of the action immediately, it's a good choice.
The M11's drawbacks are its recoil and range. Submachine guns are not suitable for long distances, so you need to be in close combat if you want to deal damage. It also has a lot of recoil, making it sometimes challenging to control, which isn't great when you're fighting for your life.
XP-54
Advantages: Good at close and medium range, high damage, fast rate of fire.
Disadvantages: Smaller magazine size compared to M11.
The XP-54 is quite similar to the M11 but has better range and higher damage. With a fast rate of fire, it's an excellent choice for light players who want to quickly engage in combat.
The pistol has better recoil control than the M11, making it easier to handle while dealing more damage. It's also better for shooting at a distance when you need to step back a bit from the battle. The only downside to this submachine gun is the smaller magazine size, so you'll need to aim more carefully or reload more often.
V9S
Advantages: Fast rate of fire, decent magazine size, high damage, good at close, medium, and sometimes long range.
Disadvantages: Cannot equip a scope to make it a sniper rifle.
The V9S is a semi-automatic pistol that deserves the title of the best light weapon in The Finals. With an incredibly fast rate of fire, this pistol is easy to use and is excellent for close-quarters combat or shooting from a short distance.
As a light character, you'll want to be constantly on the move. The V9S is the best weapon for shooting on the move and defending against approaching enemies. The damage from this weapon is impressive, making it feel and act like a powerful tool, making battles even more satisfying.
Tactics and Strategies
The "Light" class in "The Finals" stands out as the most mobile option among the three available classes. Unlike the "Medium" and "Heavy" classes, it lacks high damage or durability but excels in mobility, making it an ideal choice for players who favor a "hit and run" approach.
Playing as the "Light" class in "The Finals" requires a deep understanding of its capabilities. In this article, we will explore two builds for this class, highlighting key characteristics and usage strategies.
Skirmisher Build for the Light Class
This build emphasizes the unique capabilities of the "Light" class in employing the "hit and run" strategy. The weapons include XP-54, LH1, and SR-84, each suitable for medium and even long distances. The sniper rifle SR-84 stands out as the optimal choice for long-range engagements, while XP-54 and LH1 ensure effectiveness at close and medium ranges, respectively.
The player's task is reconnaissance, dealing damage to enemies, and disabling gadgets and specializations with the Glitch Grenade. The Cloaking Device is excellent for disappearing from the enemy's line of sight, while the Grappling Hook provides convenient positions for shooting. The Breaching Charge manipulates terrain, and Pyro Grenades deny objectives.
Close-Range Assassin Build
This set focuses on the size and speed of the "Light" class, making it optimal for victories in close-range encounters. As the name suggests, it resembles playing as a mobile assassin who swiftly approaches and eliminates enemies. The SH1900 shotgun, Throwing Knives, and Dagger have the highest damage potential, each with its own nuances that players need to master.
Evasive Dash is highly effective when used skillfully, allowing sudden attacks on enemies by dashing towards them to get a clear shot in the back. The Cloaking Device is also useful for close encounters, although experienced players may spot a cloaked "Light," especially in close proximity. When using the Cloaking Device, try approaching from an angle outside the enemy's line of sight or utilize the chaos of combat to mask your approach.
The Stun Gun is used to isolate an enemy and facilitate their elimination, especially against those out of position or a Medium class using a Healing Beam. Avoid wasting it on random fights between objectives. Regarding the other two equipment slots, the Glitch Grenades are essential for countering equipment and abilities, while the third slot can be used at your discretion, with Pyro and Gas Grenades recommended for effective enemy delay.
These builds represent optimized strategies and equipment for the "Light" class in "The Finals," providing players with a wide range of tactical possibilities to maximize the effective use of their unique characteristics.