93R Changes are heading in the wrong direction, again!

Discussion

A few days ago I made a post that details on why the 93R felt pretty weak and it needed a buff, but not in terms of damage: https://www.reddit.com/r/thefinals/comments/1sjlsnc/93r_buff_that_is_actually_balanced/

Well, what do you know? The 93R was buffed. Wrongly. Again.

Now the 93R 2 bursts lights with body shots only, like in S5, up to 30 meters, which is very overtuned.

Embark, you need to realize that there are 2 other ways you can adjust this weapon to make it stronger, without having to deal with this horrible breakpoint that makes it fundamentally unbalanced versus the light class, while making it more viable versus other classes; this buff essentially did nothing versus the 2 classes it actually struggles agaisnt: medium and heavy.

These are: burst delay and cycle rate (RPM)! Bring the damage back down to 24, and give it a shorter burst delay, from the current 0,275s like 0,23s or 0,24s.
Last time (in my previous post above) I did it with 0,23s, so lets do it with 0,24s this time.

Here would be the TTKs:

Body
Light: 0,52s -> 0,74s (No double bursting lights with body shots only from 30 meters+)
Medium: -> 1,21s -> 1,17s
Heavy: -> 1,68s -> 1,61s

Head
Light: 0,47s -> 0,42s
Medium: 0,81s -> 0,74s
Heavy: 1,21s -> 1,11s
(Keep in mind that some of the original TTKs may vary from my previous post, because the TTKs changed with today's patch)

And these are easily adjustable by small margins by making incremental changes to either the burst delay time or the RPM.

These changes also make sense if the new HP pools for light and heavy are implemented, because if you leave it at 25 damage, sure, it won't kill lights in 2 bursts with body shots only, but it will 3 burst headshot heavies, resulting in a TTK of 0,93s, which I think is a tad too fast.

Posted Apr 16, 2026, 8:47 PM UTC

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