The Finals Season 7 patch notes

Complete guide to The Finals Season 7 with new gadgets, map, battle passes, and gameplay optimizations

Season 7 Overview: The Divide Arrives

The Finals Season 7 patch notes
The Finals Season 7 is live and here are the patch notes (Image via Embark studios and Nexon)

The Finals Season 7 patch notes
The Finals Season 7 is live and here are the patch notes (Image via Embark studios and Nexon)

The Finals Season 7 marks a pivotal evolution in the competitive shooter landscape, introducing transformative content that reshapes strategic possibilities. Developers have delivered comprehensive patch notes detailing not just cosmetic additions but fundamental gameplay alterations that will redefine combat dynamics. Beyond the anticipated new gadgets and sponsor integrations, this update fundamentally recalibrates Arena Carriable mechanics and existing equipment functionality while implementing substantial weapon stat reshuffling.

Destruction enthusiasts will find new opportunities for environmental manipulation with the latest map design, while class-specific gadget introductions promise to disrupt established team compositions. The cosmetic offerings represent the most ambitious visual overhaul to date, with Battle Pass structures accommodating diverse player progression preferences across temporal themes from historical to futuristic aesthetics.

Strategic flexibility reaches new heights whether your focus is tactical dominance, structural demolition, or economic accumulation within the game’s currency systems. THE DIVIDE represents not just a thematic concept but a gameplay philosophy that encourages adaptive playstyles.

Welcome to NOZOMI/CITADEL in The Finals Season 7, an architecturally revolutionary destructible Arena physically divided by The Rift’s imposing presence.

VAIIYA’s domain exhibits methodical precision through towering structures, while CNS territory embraces chaotic iridescence through unpredictable environmental elements. The battleground dynamically transitions between confined corridors and expansive combat zones, creating constantly shifting engagement distances. This environmental dichotomy mirrors the ideological conflict between the competing factions vying for control.

Game-Changing New Gadgets

Three revolutionary tools enter the combat ecosystem, each addressing distinct tactical deficiencies:

Strategic healing reaches unprecedented versatility!

The H+ Infuser transforms team support by enabling health restoration through projectile-based healing. Marksmanship precision directly correlates with healing efficiency, creating skill-based medical support. Proper targeting becomes crucial as miscalibrated shots waste valuable resources.

Breach capabilities receive dramatic enhancement!

The Breach Drill attaches to any surface, tunneling through obstructions while disorienting opponents on the opposite side before detonating. This enables rapid room clearance and unexpected flanking routes previously impossible.

Passive healing introduces positional strategy!

Deploy the Healing Emitter near squad members to provide gradual health regeneration over time. Strategic placement prevents accidental displacement while denying enemy capture attempts. This gadget rewards tactical positioning and area control.

Season 7 introduces faction allegiance mechanics requiring players to choose between VAIIYA or CNS sponsorship. With CNS reestablishing Arena presence, VAIIYA has mobilized to reclaim gameshow authority. Your sponsor selection remains locked for the entire season, influencing reward structures and cosmetic options.

Digital security defines their operational philosophy.

VAIIYA operates as the Arena’s cybersecurity bastion under CEO Sal Scoria’s leadership. Their technological arsenal includes advanced neural interfaces and impenetrable digital defenses, merging human strategic capability with algorithmic precision.

Fight smart. Stay protected. VAIIYA has your back.

Subversive intelligence drives their methodology.

CNS functions as an unauthorized collective dedicated to exposing MultiCo corruption while reshaping the gameshow according to their radical vision. Their operational history includes broadcast infiltration and systemic manipulation.

They weren’t invited. They broke in.

Battle Pass & Progression Systems

Visual customization reaches unprecedented diversity with thematic rewards reflecting the central Rift conflict.

The Finals Season 7 delivers the most extensive Battle Pass selection in game history, accommodating virtually every player preference and commitment level.

The established progression pathway maintains reliability.

106 separate rewards include the bonus tier structure alongside 1,575 Multibucks currency allocation.

Accelerated advancement for immediate engagement.

106 total rewards with bonus content inclusion and 1,575 Multibucks, complemented by 20 instant level unlocks facilitating rapid progression initiation.

Maximum investment for dedicated participants.

Comprehensive Premium Battle Pass benefits combined with 1,000 upfront Multibucks, 25% Match XP acceleration, 20 pre-unlocked tiers, and 10 exclusive elite rewards! This package delivers 2575 total Multibucks and 116 obtainable rewards! Subsequent Ultimate Battle Pass purchases after Premium or Premium+ acquisition trigger 1150 Multibuck refunds.

Accessible rewards for casual participants.

26 unlockable items including the Level 96 Mythic Devourer outfit and 375 Multibucks, achievable through standard gameplay participation.

Season 7 introduces Legacy Battle Passes enabling acquisition of iconic cosmetic content from Seasons 1-4. Boxing attire, television headgear, and samurai armor become available again for previously missed opportunities.

Legacy Pass exclusions involve Multibucks and Bonus Pages, though previous Premium Pass owners receive automatic access. Each subsequent season will progressively unlock additional Legacy Battle Pass content.

Season 1 Legacy Pass holders receive exclusive new outfit compensation for original bonus page absence.

Captain Saucerian Set purchasers during Season 4 automatically qualify for Season 1 Legacy Pass access.

Show Tokens represent innovative currency obtainable purely through gameplay engagement!

Gameplay Balance Changes

The Practice Range’s mysterious door now opens in Season 7, revealing enhanced combat trials designed to refine targeting precision, loadout evaluation, and skill development against responsive training dummies that retaliate.

Solo challenge acceptance or team coordination both provide skill sharpening opportunities within customizable difficulty parameters.

Arena intensity mitigation for newcomers receives significant attention through multiple onboarding enhancements.

The Recruit and Rise program transforms introduction into cooperative reward acquisition!

Veteran Recruiters can invite newcomer Prospects for collaborative gameplay with mutual reward structures. Each Prospect advancement to Recruiter status upgrades recruiter badge prestige.

Since initial launch, THE FINALS has accumulated extensive Gadgets, Weapons, Sights and Specializations! New player catch-up mechanics receive improvement through VR cost reduction for Seasons 1-6 items to 500 VRs. Initial three-round VR earnings increase from 2400 to 5000!

This creates ideal conditions for friend reintegration! Remember to designate them as Prospects!

Quick Play and World Tour badge progression described as excessively demanding in Season 6 receives alleviation through accelerated advancement in casual modes!

Season 7 introduces expanded expression methods, progression pathways, and social features.

Objective marking through signature stickers, loadout randomization via Deep Shuffle skin randomizer, and console player in-game chat functionality finally arrive.

Additional improvements include RS adjustment modifications, reconnection issue loss prevention, complete World Tour map accessibility, and audio priority optimization ensuring critical sound cue preservation!

Enhanced tools, customization options, and engagement incentives. Welcome to Season 7!

  • Removed the required instant damage to trigger, making them easier to active.
  • Decreased health from 75 to 50.
  • Decreased health from 75 to 50.
  • Decreased Goo blob health from 300 to 240.
  • Decreased health from 50 to 15.
  • Removed the required instant damage to trigger, making them easier to active.
  • Decreased health from 50 to 15.
  • Removed the required instant damage to trigger, making them easier to active.
  • Added controller aim assistance support to deployable Gadgets such as Turrets, APS, Explosive Mines etc, meaning these objects should be much less frustrating to aim at for controller users.
  • Decreased cooldown from 35s to 28s.
  • Dev Note: This small adjustment should make the Cube more appealing given its lower usage despite strong impact.
  • Decreased the health consumed per projectile to 20%, meaning a full health APS can now block 5 projectiles instead of 4.
  • Dev Note: APS Turret usage has gradually dropped over time, as players have found more reliable ways to counter it. This adjustment aims to give the APS a little more power and hopefully make it slightly more useful to players.
  • Increased view angle falloff, reducing effects when looking away.
  • Decreased the radial check from 3m to 1m, meaning players will be much less likely to be flashed when looking away from a Flashbang.
  • Dev Note: These changes hopefully make the Flashbang less punishing for players who actively countered it by looking away from it. It should also reduce some of the Flashbang spam that can occur in TDM mode.
  • Decreased the size of the goo wall from 2×6 to 2×5.
  • Decreased goo blob health from 300 to 240.
  • Dev Note: For a while now Goo Grenades have been creeping up in usage in the majority of modes and skill tiers, with usage now on par with other Gadgets and disproportionately higher than some. This higher rate of ‘goo spam’ has also been frustrating for a lot of players due to how easy it can sometimes make Cashout steals.
  • In the ‘attack and defend’ dynamics of Cashout and Quick Cash modes, it’s important to us that defenders can slow the progress of attacking teams, so we don’t want to reduce the power of goo too much, but we believe these changes will tone down its power slightly, allowing well-prepared players to better counter goo.
  • Decreased cooldown from 24s to 20s.
  • Cashout (Ranked Tournaments)

  • Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning players.
  • Increased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction or a Ranked Score penalty if their party matches the team size.
  • Dev Note: The current 210 second reconnect window exists to reduce how often players have a bad experience due to a random teammate disconnecting. In the case where the teammate isn’t a random player but an invited party member, and your party makes up the whole team, it makes less sense to have such a restrictive window to prevent griefing. We hope this change makes the reconnect window a little more forgiving for parties.
  • Updated the Ranked Score penalty system. The player who first abandons a match will take a fixed Ranked Score penalty, any players who subsequently leave will not receive a Ranked Score penalty, only a Ranked Score update based on their final match placement.
  • Dev Note: The goal of this change is to try and reduce some of the negative impact of teammates disconnecting and not returning.
  • Introduced Ranked Score penalty reduction system. Any Ranked Score reductions applied for a player getting eliminated from a tournament will be reduced by ~30% if their team had a player abandon the match. This rule is not applied if the missing player was in your party, to avoid exploits.
  • Dev Note: This is another change aimed at reducing the negative consequences of teammates disconnecting in ranked matches. To avoid exploits and loss evasion, this rule only applies to players who were matchmade together, not players in parties where a party member abandoned the game.
  • Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning players.
  • Increased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team size.
  • Increased the size of the World Tour map pool to include all maps for the whole season, rather than our previous weekly rotations.
  • Dev Note: Over time, we’ve come to believe that limiting the size of the World Tour map pool and rotating it weekly isn’t giving World Tour players the best possible experience or variety, so we’ve decided to enable the whole map pool at all times, just like in Ranked Tournaments.
  • Increased the reconnect window for disconnected players who are in parties of five, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team size.
  • Increased the Points earned for finishing first in Quick Cash from 8 to 10.
  • Increased the Points earned for finishing second in Quick Cash from 5 to 6.
  • Increased the Points earned for finishing third in Quick Cash from 4 to 5.
  • Increased the Points earned for winning matches in Power Shift, Terminal Attack or TDM modes from 8 to 10.
  • Increased the Points earned for losing matches in Power Shift, Terminal Attack or TDM modes from 4 to 5.
  • Dev Note: We’ve heard your feedback on how the grind for both Quick Play Rank and World Tour Rank feels a little too long. These changes should make the journey to Gold 1 quite a bit shorter, while still making it an achievement to reach that rank.
  • Decreased the VR cost of all items released during Seasons 1 through Season 6 to 500 VRs.
  • Set the VR cost for items released in Season 7 to 2,200.
  • Increased the amount of VRs new players receive after completing three rounds from 2,400 to 5,000.
  • Dev Note: For some time now, players bringing their friends into THE FINALS have been telling us they struggle to get into the game because the range of items they can use or unlock early on is quite limited. These changes in VR costs and the amount of VRs unlocked by new players should speed up that process a lot and hopefully make it easier for new players to get into the game.
  • Increased the number of Win Points earned for losing in the first round of World Tour matches from 0 to 2.
  • Dev Note: As mentioned above, we’ve heard your feedback on how difficult you feel it is to reach the Emerald tiers in World Tour, and that you don’t feel rewarded for your time when you lose a first round match. This addition, although it looks small, guarantees two Win Points for every match played, speeding up the journey to Emerald by around 25% for the average player.
  • Decreased goo blob health from 300 to 240.
  • Rebalanced the environmental damage values across multiple weapons to make them slightly more consistent when damaging and destroying props. This does not boost their damage values against buildings.
  • Increased magazine size from 21 to 24.
  • Decreased damage per pellet from 10 to 9, reducing a full shot’s damage from 110 to 99.
  • Dev Note: We’ve received a lot of negative feedback about the Cerberus more recently and its potential for very high burst damage at close range. We really want the Medium to have solid close range weapon options, but our data backs up the over-effectiveness of the Cerberus at close range, so this nudge to its damage will hopefully bring it more in line with other Medium weapons usage and effectiveness.
  • Increased environmental damage from 700 to 1000, meaning it takes one less shot to fracture wall segments.
  • Dev Note: This change is part of our recent steps to increase the viability of the KS-23 while retaining its unique character as a weapon.
  • Increased damage from 40 to 42.
  • Dev Note: After our last round of changes to the LH1 the usage and effectiveness rates of the weapon dropped off a cliff, making it close to the worst Light weapon in the game. We believe this buff should address this issue and move the weapon back into a more viable tier for the Light, without going back to its previous overwhelming state.
  • Increased environmental damage from 25 to 30, meaning the Minigun can now more reliably remove three wall segments per full magazine.
  • Decreased the damage of primary attacks from 115 to 100.
  • Decreased the damage of secondary attacks from 200 to 154.
  • Dev Note: The Sledghammer has gradually become one of the most effective weapons in the game across World Tour, Quick Cash, Ranked and Power Shift, both in win rates but also efficacy metrics such as eliminations and damage done per round, to the point that it’s essentially now a top three overall weapon. This has occurred at almost all skill tiers as well. This growth in effectiveness has also come with increased rates of negative sentiment from players on the receiving end of the Sledghammer, who feel they can never compete against it at close range. It has also led to the Sledgehammer having win rates far above the target level for a balanced item.
  • We want to address this status and feedback, but we’re also keen to ensure melee is viable in THE FINALS, so we’re cautious about changing the weapon too drastically. While the size of these damage changes initially looks quite large, they are very targeted. For the most part, they don’t change the number of ‘hits to kill’ in most cases, with only one or two match-ups being affected. They do, however, reduce the number of possible attack combinations that can be combined with quick melee attacks to get kills in fewer hits, for example a primary attack plus a quick melee versus a Light.
  • Following these changes, Quick Melee as a combo with the Sledgehammer should now be a sub-optimal approach, compared to simply using the Sledge’s primary and secondary attacks. As always, we’ll monitor the impact of these changes once live and adjust if necessary.
  • Quality of Life Improvements

  • Fixed an issue where characters sometimes looked broken when picking up items while inspecting their weapon.
  • Fixed animations not looking great in third person when exiting ladders.
  • Fixed an animation issue where you could sometimes see into” your lower body” when vaulting over objects.
  • Fixed an issue with camera shake and animation being over the top when firing the Tracking Dart.
  • Fixed an issue with Throwing Knives that could get stuck in the charged animation after swapping items.
  • Improved randomization of music playlists to prefer songs from the latest season.
  • Dev note: This is to ensure players who use a custom music playlist also get a fresh intro to the Season 7 Soundtrack. This can be changed by editing your playerlist preferences.
  • Reprioritized all sounds in the game.
  • Dev note: This is one of the biggest things we’ve done to combat culling sounds, such as footsteps, which could occur when too many sounds happen at once. We’ve gone through all of the sounds in the game and reprioritized them. This should ensure that when too many sounds are playing, the lower priority sounds are culled first.
  • Ensured that all gestures are only audible for players at an appropriate distance.
  • Fixed the audience countdown to react properly to going into overtime.
  • Dialogue lines added for late-game steals, and stealing Cashouts back.
  • Improved tracking of used voice-over lines to increase variation between game sessions.
  • First elimination of the round announcement now has a chance of June mentioning the team name.
  • Ensured that June’s Practice Range introduction only plays once per user.
  • Changed the pitch of the Dummy voice effect depending on the player’s (or bot’s) archetype. Also enables this voice effect for players wearing the Dashboard Smirk Face.
  • Increased the volume of the commentators’ end-of-round voice over lines.
  • Scotty will sometimes answer June with a team-specific mention after first team wipe announcement.
  • Added the correct drop sounds for discarded props when previewing Emote animations.
  • Aim Assist – Added camera magnetism and aim snapping for Deployables.
  • You are no longer able to advance melee multi kill achievements by eliminating party members.
  • You are no longer able to advance burning achievements by eliminating party members.
  • Destroying Sonar Grenades now counts toward destroying enemy placeables.
  • Players can now successfully earn the “Pressure Prize” achievement for hitting a target with a Gas Canister.
  • Fixed Club Contracts and levels that were broken in a previous update.
  • Cosmetics & Customization

  • Fixed an issue causing ‘Stream Circuit’ skins to lose their glow when viewed from a distance.
  • The Fuelborn JAcket will no longer clip with clavicle items, pets and upper body items anymore.
  • Improved the Live Rounds crossbody item so the bullets and the belt move together.
  • Fixed Buccaneer Bandolier clipping into shoulder when equipped with an Emblem.
  • Fixed an issue that sometimes caused in-game gameplay effects to be applied on Player Cards.
  • Fixed an issue that sometimes caused black outlines around characters on Player Cards.
  • Tweaked texture streaming for capturing Player Cards. Blurry textures shouldn’t happen often now.
  • Fixed an issue that sometimes caused Player Cards to appear empty in Private Matches with Spectators.
  • Added Deep Shuffle, an option to randomize equipment to select randomly from the collection of owned skins.
  • Added Signature Sticker to the customization options – Contestants can now automatically attach a Sticker to a Cashbox and Cashout Station when a Vault is opened or when a Cashout is started.
  • Fixed a flicker that could occur when switching between customizations in the Appearance screen.
  • The Punktuator jacket, Golden Coil Jacket, and ISEUL-T Lifestyle Coat wont clip with Crossbody items anymore.
  • Fixed Gateway particle effects disappearing in the Loadout screen Animations tab.
  • Upgrade the rarity of the Handheld Heropack, Spudnik CL40 skin, Loop-De-Doom Lewis Gun skin, and Ray Gun 51 V9S skin to better reflect their Mythic status.
  • Fixed Visual glitches with the golden details on the Emerald Prime Lewis Gun skin.
  • Unique skin particle effects now remain after being revived with a Defibrillator.
  • Fixed issue where characters equipped with the Multi-Mood Mask, Lustroflux Mask, Affection Display, and Critical Hit Mask would clip into the camera during respawn.
  • Dealing damage to the environmental objects like walls/floors/ceilings/pillars etc. will now show damage in the form of cracks appearing. The intensity of the cracks is based on the remaining health of the environmental object.
  • Fixed an issue where Flashbangs would not show hitmarkers on successful hits.
  • Fixed a bug which would cause the Glitch Mine to have extended range.
  • Fix an edge case where the incorrect Team would advance in the event of a draw.
  • Reimplemented the numerical and linear teamwipe respawn counter in the top left UI.
  • Fixed issue where Quick Melee and Specialization would sometimes not work in the Practice Range.
  • Fixing issue where we could have multiple Vaults spawn with only one Cashout Station in the map.
  • Fixed an issue where backfilling players would use faulty spawnpoints on first spawn.
  • Adjusted the size of the hit indicator slightly during repeated hits.
  • Fix interactions failing prematurely when the player’s head was very close to the ceiling, this could interrupt stealing Cashouts for example.
  • Fixed an issue where changing accessibility options would not instantly reflect correct color on target dummies.
  • Fixed an issue where firing a Weapon directly after vaulting would sometimes not produce correct hits on other players.
  • Fixed an issue where setting “Aiming Inner Deadzone” to 0 would enable Aim Assist while not moving or aiming.
  • Fixed an issue where contestants could fly by placing a Turret on a Carriable and standing on it.
  • Adjusted the health of various cover and traversal assets to make them more consistent and appropriate for their size/material.
  • Added scaling for long player names on billboards.
  • Fix for walls on moving platforms showing the wrong mesh when viewed from a distance.
  • Fixed issue where unbreakable wall segments could be missing.
  • Monaco – Cashout tutorial

  • Fixed ground collision where players were able to get stuck.
  • Updated the character showcase to show new seasonal content.
  • Performance & Stability

  • Fixed our most common client crashes.
  • Optimized the animation runtime, should lead to better performance, especially on lower end platforms.
  • Added the ability to promote another player to become a private lobby admin.
  • Added support to change Game Mode in private lobbies without needing to remake the lobby.
  • Fixed an issue with ambient lighting on hair.
  • Fixed an issue that caused some saved windowed resolutions to not on startup if DPI scaling was enabled in Windows.
  • Fixed an issue causing lack of sky light-reflection in interiors and shaded areas.
  • Fixed an issue where Mines and C4s were not visible from afar on low Quality Settings.
  • Players are now able to change their Player numbers through the Settings menu.
  • Updated the credits screen with a new look.
  • Moved the respawn key binding to the gameplay category.
  • Fixed an issue related to sending invites to friends through third party platforms.
  • Text chat now defaults to the team channel when you enter the game.
  • Party Chat option in-game is removed if you are not playing in a party.
  • Fixed an issue where quick key presses in chat windows could unintentionally toggle voice chat on/off.
  • Fixed incorrect time stamps on club feed.
  • Add a bespoke spectator HUD featuring health bars for all teams and a more compact inventory widget.
  • Team overview can now be customized and toggled on and off while spectating.
  • Fixed the spectator being unable to move when reconnecting during a pause.
  • Gamepad bindings – Changed input for recent point of interest from [Right Face button] to [D-pad Up] to avoid overlapping inputs.
  • Fixed issue where the settings menu couldn’t be closed while the match was paused.
  • Fixed some of the spectator keybinds not working with gamepad.
  • Fix that the tournament outro screen would not show waiting for more players when going to the next match.
  • Will no longer show elimination text for friendly eliminations (they are still shown in the kill feed).
  • Fixed an issue where some UI elements were missing right before a match started.
  • Remaining ammo now blinks when low, instead of changing to a solid red color.
  • Updated scoreboard animations to be more visible.
  • Fixed two issues where the end of round scoreboard in the top left corner would display incorrect order and or score.
  • Dummy health and name should now always show up in the Practice Range.
  • Fixed the in-game HUD showing for a brief second before gameplay starts.
  • Fixed sorting for Standard Issue weapon skins and Animations.
  • Fixed an issue where in-game UI elements would sometimes be drawn on top of each other when they shouldn’t.
  • Fixed issues where the the Practice Range would announce every Dummy that respawned and players not within your area.
  • Fixed issue where the league rank up screen could be closed with Escape resulting in an empty screen.
  • Fixed issues where the players of different Practice ranges would show up as a message joining the practice range.
  • Fixed an issue where players received a “cloaked a teammate” score when using cloak on themselves.
  • Fixed the ongoing Cashout amount sometimes overlapping in the top left scoreboard.
  • Fixed the boot screen to not be on top when launching the game.
  • Moved most of the game’s automatic weapons over to a new underlying weapon system.
  • Dev Note: This new system should mean issues like the “I can’t shoot” or “I can’t ADS” bugs should be a thing of the past. As Season 7 progresses, we’ll also be moving shotguns, lever action, pump action and bolt action items over to this system as well.
  • As a new system, we’re expecting there might be some discrepancies that will need addressing. If you do find any issues, please report them to help us perfect this system ASAP.
  • You can no longer backstab inanimate objects, only Contestants.
  • Fixed an issue where the default iron sight had more magnification than intended.
  • CB-01 Repeater can now equip the Reflector Sight.
  • Compact Reflector Sight

  • Rebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54, CB-01 Repeater and R .357 which had higher zoom values.
  • Decreased magnification from High to Medium (1.5X -> 1.25X).
  • Rebalance to ensure this sight has the same magnification on all guns, Low (1X).
  • Rebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54 and CB-01 Repeater who had higher zoom values.
  • Advanced Strategies & Tips

    The Finals Season 7 represents a substantial content expansion, inviting players to collaboratively explore the seasonal offerings with teammates.

    Pro Tip: Combine the H+ Infuser with high-mobility characters to create hit-and-run healing strategies that keep your team operational during extended engagements.

    Avoid This Mistake: Don’t waste Breach Drills on reinforced surfaces – they work best on standard walls and floors where quick penetration provides tactical advantage.

    Optimization Strategy: Use the new audio prioritization system to your advantage by learning which sound cues take priority during chaotic firefights.

    Loadout Recommendation: Pair the buffed LH1 with the Healing Emitter for Light builds that can sustain themselves while dealing consistent damage at medium range.

    Map Exploitation: The Rift division in NOZOMI/CITADEL creates natural choke points – use goo grenades strategically to control these areas despite their health reduction.

    Ranked Play Advice: Take advantage of the extended reconnect windows in party play to avoid unnecessary rank penalties during temporary disconnections.

    New Player Strategy: The reduced VR costs for previous season items make certain loadouts accessible immediately – prioritize unlocks that complement your preferred playstyle.

    Advanced Technique: Master the environmental damage changes to quickly create new sightlines and flanking routes with weapons like the KS-23 and Minigun.

    No reproduction without permission:GameCDjnh » The Finals Season 7 patch notes Complete guide to The Finals Season 7 with new gadgets, map, battle passes, and gameplay optimizations