Armor and Health System
Health is your remaining life, starting at 100 HP. Armor provides damage reduction, protecting against weapon damage. Light armor (200) reduces damage by 25%. Heavy armor with helmet (350) reduces damage by 25% and includes a helmet protecting against headshots. Headshots against helmet deal less damage than against unarmored heads.
Economic value of armor is significant. Light armor at $1000 is a strong purchase in buy rounds, providing protection for early engagements. Heavy armor with helmet at $2500 is valuable on anti-eco rounds or when expecting close-range engagements. Each point of armor blocks approximately 0.75 damage per bullet hit.
Armor degrades with each shot but can't be restored mid-round. A heavy armor wearer can absorb multiple rifle shots before elimination, while unarmored players die more quickly. The armor value displayed (e.g., 100 armor) indicates remaining protection; 0 armor means no protection remains.
In buy decisions, armor is typically prioritized after weapons and utility. An armored player with pistol beats an unarmored player with rifle in close-range fights, but loses at distance. Smart teams buy heavy armor on entry fraggers (who expect close fights) and light armor on support players expecting distance engagements.
Key Points
- Light armor: $1000, blocks 25% damage
- Heavy armor: $2500, blocks 25% + helmet
- Helmet reduces headshot damage
- Armor degrades with shots, can't regenerate
- Armor value key for economy calculation
Common Mistakes to Avoid
- Buying heavy armor when light armor sufficient
- Skipping armor entirely on buy rounds
- Not prioritizing armor after weapons
- Assuming full armor equals invincibility
- Underestimating heavy armor value on eco