Battlefield Studios has released a brand new community update, this time around focusing its discussions on the armor system in the battle royale mode of Battlefield 6 – Battlefield: REDSEC. In its community post, the developers have noted that they have been taking player feedback into account, and how Battlefield 6’s multiplayer gameplay help define the armor system in Battlefield: REDSEC.
When it comes to the core gameplay mechanic, the armor system was designed from the ground up as a place where Battlefield: REDSEC could differentiate itself from the main multiplayer modes in Battlefield 6. This decision was made due to battle royale as a game mode having its own unique requirements: high-stakes fights, looting, and the scale of a match depending on the map’s size. With this in mind, the armor system was designed to extend the time-to-kill in REDSEC.
The developers have noted that this allows players more breathing room in high-stakes fights. To achieve this, core gun mechanics and soldier help damage across Battlefield 6 and Battlefield: REDSEC are similar. The tuning to extend TTK has instead been done on how much damage is often done to armor – which functionally serves as extra health in the battle royale mode.
“That way, a weapon feels familiar whether you’re in MP, Gauntlet, or Battle Royale,” explained the developers. “We can also make changes that only affect REDSEC by tweaking damage vs. armor, without breaking weapon balance elsewhere.” They also went on to note that they are keeping an eye on player feedback in case additional tuning is required for the armor system.
Generally speaking, the developers have described two big systemic adjustments that often happen under the hood in a typical match of Battlefield: REDSEC – extended damage drop-off ranges against armor, and lowering extreme close-range damage against armor for automatic weapons. The former has been described as happening due to the nature of battle royale matches promoting more long-range engagements. The latter, on the other hand, is due to armor often feeling non-existent due to the nature of automatic weapons at close range.
In the examples provided, this is showcased with the damage drop off between different ranges for two main bullet calibres, which serve as the core behind damage calculation for a given weapon. The first calibre – 7.62x39mm shot through an ACE or RPKM – deals 33.4 damage until the target is 9 meters away. It then sees drop off in damage all the way up to a distance of 75 meters, where it deals 16.7 damage per shot. The second calibre – the 7.62x39mm shot from a carbine rifle – deals 33.4 damage to start out with, but dips down to 14.3 damage per hit at 75 meters.
Looking to the future, the developers note satisfaction with the current state of the armor system in Battlefield: REDSEC. However, they have noted that future changes will be made to the system depending on player feedback, as well as data gathered from seeing the system at play in actual matches.
For more details about Battlefield: REDSEC, check out our review. The title is available as a standalone free-to-play game on PC, PS5 and Xbox Series X/S.















