Fortnite Battle Royale Shields and armor system mechanics

 

The fact that you can fight against shielded players and win, only to realize you have no shields to pick up off them really hurts the need to be aggressive or engage with shielded players. Full post here

Because you cannot tell if players are shielded that statement makes little sense. You cannot know if your opponent has shields, or in the vast majority of situations you cannot know until you engage. The outliers here are when you are in a house and hear your opponent drinking the potion. Beyond that it cannot even be inferred – to play “safe” you need to assume that every player you engage has 200hp. You cannot engage shielded players thinking you will gain anything from them because you cannot know they are shielded until you hit them.

Shield and armor in fortnite BR

Having said all that you don’t “only to realize you have no shields to pick up” because noone was ever thinking that.. because we know how shields work. They don’t drop.



I don’t think the tell should change because the benefit is not that large.

A player can find a SCAR but be outplayed by an enemy with a basic shotgun for example.

I disagree. If you land opening damage you can negate 50-100 shield before your opponent can react, either negating the shield and having a fight from an even (yet likely still in your favor) or outright killing them.

A basic shotgun is quite strong in relation to the health pool provided you setup correctly. A better comparison would be a grey AR vs SCAR – the AR can still win but toe to toe one is simply worse.

It adds massive gaps in player health

It does not add “massive” gaps. A single 50shield is negated with ~one bullet. Two shields are negated by two or a headshot. You are now fighting on even footing. You need to open the fight in a manner that allows you to give initial damage and remove any health advantage they have. You need to not commit to fights you cannot back out of if you are unsure of their stack.

The “solution” to shield is landing opening damage in a manner that allows you to kill the other player. If you are trading shots you are either 1) wasting shield or 2) dying because they had more stack/better aim.

To me, the entire shield system is flawed and the one in PUBG is much more fair and balanced.

It is different. PUBG is not “fair” as such either. My understanding is that it is a flat damage reduction on incoming damage depending on location hit. The quick google I did has lvl1 30%, lvl2 40%, lvl3 55%. I don’t know how the durability plays in here with how many hits you can take. Also I don’t know how many “fights” a piece can last durability wise.

For BR economy having armor drop makes a degree of sense as the game progresses. Fortnite br weapons accumulate to the end of the game and shields do not. Simple.

However from the perspective of “fair” the current shield make more sense. An equipable item with durability to last a decent number of fights is inherently more powerful than a single use item that is stripped through damage. Even for a single fight PUBG style leads to more uneven fights.

Lets explore this for comparisons sake. We will use 50% as the absorption for the PUBG style item.

100/100 is 200 health 100 + 50% absorption is 200 health for a full health bar

Both players have the same “starting” health.

In a fight with the current system when 100 shield damage is dealt we know that this damage (likely) does not need to be given again in this particular engagement. This is because the chance of my opponent having another shield pot in their inventory is relatively low. Particularly in squads where shield tends to be spread around. After shield is gone it is not coming back.

Under the PUBG system my opponent can take 100 damage, be on 50 health (100*/.5) and then heal and then make use of their armor again, extending their health pool further over the course of a single engagement.



From the perspective of “fair” and “balanced” the current setup is “better” because it cannot extend the health pool further after healing. If a player shoots you and removes your armor it is done. It is no longer a concern. With PUBG beyond needing to take the unknown factor of the armor into account (taking fights that you can close after dealing opening damage) as well as taking these fights in a manner where the player does not have time to heal up is making things even less “fair”. It forces close range encounters even more than the current setupid.

I agree that dropping armor/shields of some variety would be great. If absorption is lowered to 40% the whole shield would not be used on 100 health, leaving some in the pool. This would also weaken players health pool when full – 100/100@40% is ~170 health with ~30 shield dropped. This would have other interesting side effects like making shields that are used on lower health not impacting the players health as much. 50/50 would drop around 15 shield. Using shields on low health would not grant +100.

This would still suffer from bandaging in fight (to add more health to use shield) but it would not be as open ended as what PUBG durability seems to offer.


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