The right equipment can make a big difference in whether your team wins or loses. Of course, you need to know how to shoot and work together with your teammates, but a single choice made by you can turn the entire match upside down. At work The best loadouts for Medium players in The Finals.
Best Starting Gear for The Finals Medium Build
Medium Build is by far my favorite of the three, as it combines survivability and speed, and has arguably the most effective and team-focused loadout in the game. I've also always loved playing the support role, but with the Medium build you can switch between medic and executioner in one breath. Below I have listed all the equipment and weapons I use when I want to help my team dominate a match.
Best Weapon: AKM
According to me There are few weapons better than the AKM in The Finals. It has one of the largest non-LMG magazines, great range, predictable recoil, and usable hipfire and spray potential. The AKM's damage is nothing to sneeze at either: I can kill a Heavy with a single clip as long as I get a few headshots in. And if my tracking is correct, a Light structure melts instantly.
AKM's only problem is its lack of expertise.. If a Light character catches me off guard or is too close, I probably won't win that fight. If they can't shoot properly, it's still possible to get on top.
The Finals Medium Build Best Tool 1: Sonar Grenade
Information wins more wars than any deployable cover, grenade effect, or other obstacle. Sonar grenade ultimate intelligence multiplier, because any enemy within the radius of effect will be outlined for about a second, alerting you and everyone on your team to where immediate threats are. You also show up with two of these, and I can't tell you how many coins I've been able to steal or help my team pass with good Sonar Grenade positioning.
The only weakness of Sonar Grenades is that it cannot tell you about other obstacles the enemy may have placed. It does not detect goo structures, deployable cover, fire, or any other environmental effects. This doesn't make them much less powerful, as you can tell if someone is camped by their lack of movement. Sonar detects them both ways.
Best Tool 2: Jump Pad
Being good at crossovers in The Finals is almost as important as gaining as much knowledge as possible. Your ability to move quickly and consistently across a map, especially towards an objective and around enemies, will save you more times than you can count. Keeping the Jump Pad handy is not only good for easily moving around the map, but also for escaping and/or resetting a fight.
You can even use it inside buildings to reach otherwise inaccessible demolition areas. I've done this a few times after enemy teams blew up the stairs and all other ways to reach the vault.
The only downside to wearing a Jump Pad is you give up the area blocking and damage abilities of almost all other vehicles. Sure, it's great to easily access almost anywhere on the map, but if you can't stop your enemies from taking over your location, Jump Pad can be more of a disaster than a boon.
Best Tool 3: Defibrillator
Although I found it to be a bit flawed at times, a free, near-instant revive can turn the tide of a team fight in many matches I've played and changed it. In the event of a cash out or chaos around the cash register, the value of being able to put another body on the battlefield as support or at least protection cannot be overstated.
The defibrillator also allows you to recover from a team fight much faster, whether you need to retreat or win. The default revive timer is almost ten seconds, and this short period of time can still be too long if there are only a few seconds left until the next fight.
As with Jump Pad, The defibrillator also offers little in the way of direct attack and its long cooldown means that if you misuse one charge, your entire team could pay the price. This is the price we pay for power.
Best Feature: Healing Beam
Team Fortress 2 Medic Since Medigun debuted in 2007, healing beam has been trendy in multiplayer, class-based games. Healing Beam in The Finals is no exception, and if you're playing a Medium build Contestant There's almost no reason to use anything else, since a human guard might be worth more than any automatic turret. If you have bad luck with random players, they may not go away, but even bad players can be used as body blockers or distractions, so keeping them alive can still be valuable.
Now, stop me if you're sensing a pattern: The main problem with Healing Beam is its lack of direct attack abilities. Sure, he can keep one or both of your teammates in combat, but he can't kill or deal any damage himself. If one of your teammates is already using a Healing Beam, you can use a Guardian Turret to provide line-of-sight surveillance or other protection.
And so on, The best equipment for Medium build players when playing The Finals I think you have. Combines lethality with team play, traversal and information warfare
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