REDSEC - Community Update – Armor
[p]Hey everyone,[/p][p]The team is incredibly excited to see all the fun you’re having with REDSEC. We’ve poured years of work into it, and watching your clips, reading your feedback, and hearing your concerns has been fantastic. Thank you for playing and for sharing your thoughts.[/p][p]With tons of REDSEC matches played since the launch of Battle Royale and Gauntlet, we’ve seen a lot of feedback on the topic along with some recurring questions and misunderstandings around how armor works in REDSEC, how it differs from main Battlefield 6 Multiplayer (MP), and where we might be looking at bugs versus intentional design. So today we’d like to go in depth on the topic of armor and cover:[/p]
During playtesting, we found that at very close ranges, where both theoretical and practical hit rates can approach 100%, armor often felt nonexistent, especially against high-rate-of-fire weapons. You’d land a perfect close-range spray and barely notice armor was there at all (or worse, it felt inconsistent depending on the weapon).[/p][p]So this adjustment is primarily aimed at controlling high-ROF weapons at very close range and making armor feel like it actually matters when you’re face-to-face, instead of just evaporating instantly.[/p][p][/p][h2]A Concrete Example (7.62x39mm)[/h2][p]To make this a bit more tangible, let’s walk through an example using 7.62x39mm. For 7.62x39mm (ACE, RPKM):[/p]
[/p][p][/p][h2]Where We Go From Here[/h2][p]Armor in REDSEC is in a place we’re happy with for launch, but this is not the final word. We’ll keep tracking data across all skill levels and modes, listening to your feedback on how armor feels in real matches, and looking for any outliers. [/p][p]When sharing armor feedback from BR experiences, specific details about the weapon or archetype of weapons involved in the encounter, as well as engagement ranges, are very helpful. In Gauntlet, including details on the mode that was being played helps the team a lot. Please continue to report bugs on our EA Forums, and join the community on the Battlefield Discord server.[/p][p]When we make changes, we’ll continue to favor adjustments vs. armor, to preserve weapon feel across Battlefield 6 and be transparent about what changed and why.[/p][p]Thanks again for playing, for putting time into REDSEC, and for sending us your thoughts (and your wild squad wipes). Keep the feedback coming, we’re listening, we’re iterating, and we’ll see you in the next drop.[/p][p][/p][p]//The Battlefield Team[/p][p]
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.[/p]
- [p]Our philosophy for armor in REDSEC[/p]
- [p]How this ties back to Battlefield 6 MP[/p]
- [p]A deep dive on current armor mechanics from Ryan, the lead designer on the armor system[/p]
- [p]High stakes: One fight can end your match.[/p]
- [p]Looting: Gear progression is core to the experience.[/p]
- [p]Map scale & pacing: Engagements tend to be mid- to long-range, which already lines up nicely with Battlefield’s overall DNA.[/p]
- [p]Armor in Gauntlet: 40 HP[/p]
- [p]Armor in Battle Royale: 80 HP total (2 plates at 40 HP each)[/p]
During playtesting, we found that at very close ranges, where both theoretical and practical hit rates can approach 100%, armor often felt nonexistent, especially against high-rate-of-fire weapons. You’d land a perfect close-range spray and barely notice armor was there at all (or worse, it felt inconsistent depending on the weapon).[/p][p]So this adjustment is primarily aimed at controlling high-ROF weapons at very close range and making armor feel like it actually matters when you’re face-to-face, instead of just evaporating instantly.[/p][p][/p][h2]A Concrete Example (7.62x39mm)[/h2][p]To make this a bit more tangible, let’s walk through an example using 7.62x39mm. For 7.62x39mm (ACE, RPKM):[/p]
- [p]Deals 33.4 damage out to 9 meters, then drops to 27.3 damage[/p]
- [p]Drops to 21.5 damage at 21 meters[/p]
- [p]Drops to 20 damage at 36 meters[/p]
- [p]Drops to 16.7 damage at 75 meters[/p]
- [p]Deals 33.4 damage out to 9 meters, then drops to 25 damage[/p]
- [p]Drops to 20 damage at 21 meters[/p]
- [p]Drops to 16.7 damage at 36 meters[/p]
- [p]Drops to 14.3 damage at 75 meters[/p]
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.[/p]
