Battlefield 6 - Anticheat - Taking the Fight Outside the Game
Dear Battlefield Community, We’re excited to share a new development in our fight to keep Battlefield fair for all, particularly in regards to cheatmakers. EA raised concerns with Collective Minds, the manufacturer of the Cronus Zen and Strike Pack hardware devices, regarding third-party tools that enable cheating in multiple EA titles. Following our engagement, EA-related content and scripts were removed from the Cronus Zen and Strike Pack public sites and Discord server. This positive step for our team ensures that we’re continuing to fight cheating on every available front as we work to maintain fair play across casual and competitive play. For more details, please read the official EA blog update here: https://www.ea.com/news/ea-javelin-anticheat-2026-update We’ll see you on the Battlefield BF_SledgeHammer49Views2likes3CommentsUpdate from the Anti Cheat Team - 09/18/2026
Competitive Integrity Update — Account Sharing We’ve taken action against numerous players who were found to be sharing their accounts across multiple devices to gain an unfair advantage on the Apex Predator leaderboard. Following reports from the community of Predator players maintaining unusually long, continuous Ranked play sessions, our Anti-Cheat team reviewed login activity and device data associated with high-ranked accounts. This investigation identified accounts being accessed from multiple distinct devices in a manner consistent with account sharing, specifically targeting console users. As a result, we have handed 258 Predator players 60-day suspensions across PlayStation and Xbox. Enforcement Breakdown PlayStation — 115 players 92 players were found to be frequently sharing their accounts 2 players were found to be sharing their accounts across 5+ devices 21 players frequently shared & shared with 5+devices Xbox — 143 players 124 players were found to be frequently sharing their accounts 2 players were found to be sharing their accounts across 5+ devices 17 players frequently shared & shared with 5+devices Account sharing is prohibited under our Terms of Service and undermines the integrity of Ranked play. Accounts found to be participating in account sharing will be suspended, and all associated Ranked points will be removed. We’ll continue monitoring Ranked play and taking action against accounts that attempt to gain an unfair advantage through account sharing or other forms of abuse. Ranked integrity matters, and the Predator leaderboard should reflect the players who actually earned their position. Bot Royale False Ban Reports We’ve also seen reports from the community claiming that recent enforcement actions were the result of players being incorrectly banned while playing Bot Royale. We reviewed these reports, including the accounts brought forward by the community, and conducted additional validation of the associated enforcement. Our review confirmed that the bans were valid and that these accounts were correctly actioned. We take reports of potential false bans seriously and will continue to review credible cases brought to our attention.36Views2likes1CommentPlaylist Update: Mode Rotation Schedule
We want to clarify how Team Deathmatch, King of the Hill, Domination, Rush, and Obliteration will rotate in the game. These rotations are designed to support overall matchmaking health and queue times across our most popular modes. These modes will run on a repeating two-week schedule: Playlist 1 — Tuesday through Monday This week: Team Deathmatch + Domination Next week: Team Deathmatch + King of the Hill Team Deathmatch will remain in Playlist 1, while Domination and King of the Hill alternate each Tuesday. Playlist 2 — Friday through Thursday This week: Obliteration Next week: Rush Obliteration and Rush will alternate each Friday. These rotations will continue back and forth throughout Season 4. Custom Search, Conquest, Breakthrough, Casual Breakthrough, and Escalation will remain available at all times. We'll continue monitoring matchmaking activity and performance as the season progresses. We'll communicate any changes to this schedule if they occur.330Views2likes15CommentsKit Reveal - Embo & Keibu (Conquest)
Catagories: Attacker, Leader, Bounty Hunter, Hutt Cartel, Large Character, Mercenary, Scoundrel Character Intro Few bounty hunters cut as unmistakable a silhouette as Embo. Beneath the wide-brimmed war hat is a veteran hunter who has endured a galaxy of shifting conflicts, dangerous employers, and increasingly deadly contracts through patience, precision, and ruthless adaptability. Inspired by their appearance in Star Wars: The Mandalorian & Grogu™, Embo & Keibu enter battle together as a single Large Character unit. They embody the fantasy of a seasoned Bounty Hunter and Mercenary duo capable of tracking down the galaxy’s most dangerous targets and bringing them in warm or cold. For Embo, business is business; but no contract is handled alone. Embo & Keibu are a new Dark Side Attacker and Leader who bring a coordinated Bounty Hunter Mercenary squad to the hunt. Their kit revolves around stripping enemy buffs, locking down a quarry with Captive, and creating role-based bonus turns for Attacker, Support, and Tank allies. —--- Basic - Anooba Ambush Final Text: Deal Physical damage and inflict 2 stacks of Bleed (max 6) on target enemy until end of the encounter, which can't be resisted. If the enemy did not have any buffs, remove 20% Turn Meter from them and Embo & Keibu gain that much. If all allies are Bounty Hunter Mercenaries: Dispel debuffs from all allies and on Embo & Keibu's turn, if target enemy is inflicted with Bleed, a random other Attacker ally gains a bonus turn. Synergies: Flush Out the Quarry removes the target's buffs, making them eligible for the Turn Meter swing on Anooba Ambush. The unresistable Bleed also enables the Attacker bonus turn, which immediately feeds Business Is Business by reducing that ally's cooldowns and adding a Stun plus extra damage to the ability used on the bonus turn. The full-team debuff dispel helps keep the turn engine moving. Inspiration: This ability establishes Keibu as an active half of the unit rather than simply a companion standing beside Embo. Her bite inflicts Bleed because she is physically tearing into the quarry, giving the duo a persistent way to pressure their target. FAQ/Clarity: The Turn Meter Embo and Keibu gain is equal to the amount actually removed. If the target has only 15% Turn Meter, they gain 15%, not 20%. The Attacker bonus turn only checks during Embo and Keibu's own turn, and the random Attacker must be another ally. Every ally must have both the Bounty Hunter and Mercenary tags for the full-team condition. Under Business Is Business, allied B1 Mercenary Droid gains the Bounty Hunter tag and can qualify. —--- Special 1 - Kyuzo Hat Trick (CD: 4) (Zeta): Final Text: Deal Physical damage to target enemy 3 times. If this attack is evaded, target enemy loses 20% Health (excluding Galactic Legends and Raid Bosses). If the target enemy is a Tank, this ability has +200% Health Steal. Otherwise, it has +100% Defense Penetration. Bounty Hunter Mercenary allies gain 50% Offense (stacking) for 2 turns. If target enemy had no buffs, a random Bounty Hunter Mercenary Support ally gains a bonus turn. Synergies: The three hits make Kyuzo Hat Trick a strong way to build toward Ambushed, which is reached after an enemy with Ambush is damaged six times. Against Tanks, the Health Steal helps Embo and Keibu stay in the fight; against other roles, the Defense Penetration pushes the attack toward a finisher. Flush Out the Quarry can remove the target's buffs immediately before this ability, enabling the Support bonus turn. That turn gains all of the Business Is Business benefits, while the stacking Offense increase magnifies the team's following attacks. Inspiration: This ability is intended to showcase Embo’s personal combat skill and his signature weapon. The three instances of damage represent the different parts of his attack sequence, combining close-quarters strikes with the repeated impact of his Kyuzo war hat. Because the hat is both a weapon and a tool for controlling space, the attack should remain threatening even against highly evasive enemies. If the attack is evaded, the target still loses Health, ensuring that avoiding the direct strike does not allow the quarry to escape the pressure completely. FAQ/Clarity: The 20% Health loss works as negative recovery, so it still applies if the target is resistant to Max Health damage. —--- Special 2 - Flush Out the Quarry (CD: 4) (Zeta + Omicron) Final Text: Dispel all buffs on target enemy and deal Physical damage to them. Embo & Keibu gain Critical Damage Up for 2 turns. If there is an active Embo & Keibu's Captive or Tortured enemy, a random Bounty Hunter Mercenary Tank ally gains a bonus turn. If all allies are Bounty Hunter Mercenaries: - Inflict Captive on target enemy (excluding Galactic Legends) until the start of Embo & Keibu's next turn, which can't be dispelled, evaded, or resisted - Inflict a stack of Ambush on the Strongest enemy if they don't already have Ambush or Ambushed until the start of Embo & Keibu's next turn, which can't be dispelled, evaded, or resisted Ambush : -50 Speed (max -50); gain an additional stack upon receiving damage; at 6 stacks, lose all stacks of Ambush and gain Ambushed until the end of the encounter Ambushed : -50 Speed (max -50); Protection is disabled, immune to Protection Up and bonus Protection, this effect persists through defeat While in Territory Battles: Bounty Hunter Mercenary allies take reduced damage from Percentage Health damage effects and gain 30% Max Protection (stacking) until end of battle and recover 75% Health and Protection.Dispel buffs on target enemy and deal Physical damage to them. Embo and Keibu gain Critical Damage Up for 2 turns. Synergies: This is the setup ability for the rest of the kit. It strips the selected target's buffs, enabling the Turn Meter removal on Anooba Ambush and the Support bonus turn on Kyuzo Hat Trick. Captive then holds the quarry in place while Business Is Business tracks enemy behavior for Ransom. An active Captive or Tortured enemy also enables a Tank bonus turn. Ambush can be placed on the same enemy as Captive, and the triple hits from Kyuzo Hat Trick plus the additional damage created by bonus turns help push Ambush toward Ambushed. Critical Damage Up also stacks naturally with the Payout and Soldier of Fortune. Inspiration: This ability represents Embo and Keibu working together to isolate and capture a target. Keibu draws the enemy’s attention while Embo moves into position and sets the trap, allowing the pair to control the battlefield without needing to overpower every enemy at once. FAQ/Clarity: Only one active Captive enemy can exist. If a Captive is already active, the ability still dispels buffs and deals damage, but it does not move Captive to a new target. Captive and Ambush can be applied to the same unit; however, Ambush is placed on the Strongest enemy, so it may land on a different enemy from the selected target. —---------- Unique 1 - Payout Final Text: When Embo & Keibu receive a Reward from a Contract, they also gain the following Payout. (Contracts are granted by certain Bounty Hunter Leader abilities.) Embo & Keibu's Payout: Bounty Hunter Mercenary allies gain 50% Critical Damage until the end of battle. Embo & Keibu gain 10 Speed (stacking, max 100) whenever they resist a debuff until the end of battle. Synergies: The teamwide Critical Damage increase combines with Critical Damage Up from Flush Out the Quarry and the temporary Critical Damage gained from Soldier of Fortune. The stacking Speed from resisted debuffs helps Embo and Keibu cycle back to their control abilities and place Captive on new targets Inspiration: Since it is expected that Embo and Keibu will receive Ransom stacks and higher Tenacity based on that, they will get Speed on resisting debuffs, which seemed like an appropriate choice. —----- Unique 2 - Soldier Of Fortune (Omicron) Final Text: At the start of battle, Embo & Keibu gain 2 stacks of Soldier of Fortune per Relic Amplifier level they have. Whenever a buff is dispelled on an enemy, Embo & Keibu gain 7 stacks of Soldier of Fortune. At the start of each Bounty Hunter Mercenary ally's turn, they have +2% Offense for each Soldier of Fortune stack on Embo & Keibu until the end of that turn. Whenever Embo & Keibu receive damage from an enemy, if they have more than 10 stacks of Soldier of Fortune, they lose 10 stacks of Soldier of Fortune, the weakest Bounty Hunter Mercenary non-Tank ally recovers 20% Protection, and Embo & Keibu gain 50% Critical Damage (stacking) for 2 turns. While in Territory Wars: When a Bounty Hunter Mercenary ally receives damage for the first time, they gain Damage Immunity for 2 turns, which can't be dispelled or prevented and Embo & Keibu gain 25 stacks of Soldier of Fortune. Synergies: Flush Out the Quarry directly fuels Soldier of Fortune by dispelling enemy buffs. Every regular or bonus turn taken by a Bounty Hunter Mercenary ally then converts the current stack total into temporary Offense, so the role-based bonus-turn engine multiplies the value of the stored stacks. Once Embo and Keibu are above 30 stacks, enemy damage can convert 30 stacks into Protection recovery for the weakest Bounty Hunter Mercenary non-Tank ally and stacking Critical Damage for Embo & Keibu. This creates a choice between preserving stacks for team Offense and cashing them in for their survival. Inspiration: Embo and Keibu are a Mercenary unit so according to the rules, they are supposed to be getting Soldier Of Fortune ability. This ability works as an Offense spreader and a way to passively recover Protection. FAQ/Clarity: The stacks should only be spent if an ally successfully recovers Protection. If Healing Immunity, Shock, or another effect prevents the Protection recovery, Embo & Keibu retain their Soldier of Fortune stacks. —--------- Leader: Business Is Business (Zeta + Omicron) Final Text: Bounty Hunter Mercenary allies have +100% Defense Penetration and Max Health. If 3 enemies take consecutive turns before any ally has taken a turn, a random other Bounty Hunter Mercenary non-Tank ally gains a bonus turn. After every 2 bonus turns gained by other allies, Embo & Keibu gain a bonus turn. Whenever a Bounty Hunter Mercenary ally takes a bonus turn, their cooldowns are reduced by 1 and whenever they use an ability on that turn, they Stun the target enemy for 1 turn and they deal an additional instance of damage to target enemy for each bonus turn that ally has gained (max 4), which can't be evaded. While an enemy is inflicted with Embo & Keibu's Captive, Bounty Hunter Mercenary allies gain Ransom until end of battle whenever the following happens, which can't be copied, dispelled, or prevented: Gain 2 stacks whenever an enemy gains a dispellable buff Gain 2 stacks whenever an enemy dispels a debuff Gain 1 stack whenever an enemy attacks out of turn Whenever Embo & Keibu inflict Captive, if they gains 30 Ransom stacks before their next turn: At the start of their turn, Embo & Keibu remove their Captive from all enemies and the enemy who had Captive is Exposed for 1 turn. Otherwise, the Captive enemy is inflicted with Torture for the rest of the encounter, which can't be dispelled, evaded, or resisted. Tortured enemies are immune to Embo and keibu's Captive. When Embo & Keibu are in the Leader slot and not the ally slot, the following Contract is active: Contract: Deal damage to enemies while buffed 20 times. Reward: Embo & Keibu gain the Granted Ability Smoke and Shadow. Smoke and Shadow: Stealth for 1 turn. While this Stealth is active, Embo & Keibu and the weakest Bounty Hunter Mercenary non-Tank ally recover 15% Health and Protection at the start of each enemy's turn. When this Stealth expires, reduce the Offense of all enemies who damaged Bounty Hunter Mercenary allies by 30% for 2 turns. While in Grand Arenas: Bounty Hunter Mercenary allies gain 200 Speed for 1 turn and Bounty Hunter's Resolve until the end of battle. Synergies: Anooba Ambush, Kyuzo Hat Trick, and Flush Out the Quarry can grant bonus turns to Attacker, Support, and Tank allies respectively. Business Is Business turns every one of those bonus turns into cooldown reduction, a Stun, and escalating additional damage, then gives Embo and Keibu their own bonus turn after every three bonus turns gained by other allies. Inspiration: Embo and Keibu are not showcased as a classic leader in the movie. So they lead the team by ensuring that every member of the crew understands the job and knows exactly when to act. The Leader ability is therefore built around converting enemy actions into opportunities for coordinated bonus turns. FAQ/Clarity: Ransom stacks are only gained when Embo & Keibu have inflicted the Captive. Captive from other units like Hondo, won’t result into Bounty Hunter Mercenary allies gaining Ransom stacks. The emergency bonus turn only triggers if three enemies take consecutive turns before any ally takes a turn; any allied turn breaks that sequence. Embo and Keibu's own bonus turns do not advance the "every 3 bonus turns" trigger, which counts bonus turns gained by other allies. Ransom is only gained while an active Captive enemy is present and after Embo and Keibu have inflicted Captive. The encounter tracks both the stacks gained during the current Captive window and the total Ransom gained during the battle. At the start of Embo and Keibu's next turn, 30 stacks releases the Captive and applies Expose; fewer than 30 converts the target to Tortured, and Tortured enemies cannot be made Captive again. —-------- Granted Ability - Smoke and Shadow (CD: 3) Stealth for 1 turn. While this Stealth is active, Embo & Keibu and the weakest Bounty Hunter Mercenary non-Tank ally recover 15% Health and Protection at the start of each enemy's turn. When this Stealth expires, reduce the Offense of all enemies who damaged Bounty Hunter Mercenary allies by 30% for 2 turns. Synergies: Smoke and Shadow is unlocked by completing the Contract in Business Is Business, so it becomes available after the squad has already dealt damage while buffed 20 times. Stealth gives Embo and Keibu a defensive reset while enemies take their turns, and each recovery tick helps them and the weakest non-Tank Bounty Hunter Mercenary ally whenever the pair are already at full Health and Protection. Enemies who continue attacking the crew during the smoke are recorded for the delayed Offense reduction, helping the squad survive the next exchange. Inspiration: When we saw Embo running away from the Mandalorian using a Smoke bomb, we knew that we wanted this animation to be played in one of the abilities. Introducing Smoke and Shadow - which gives Embo and Keibu a tactical disengagement after the crew completes its Contract. Embo throws a smoke bomb at his feet, concealing the pair while they regroup. The recovery at the start of each enemy turn represents them using the confusion to patch themselves up, along with the weakest ally. Enemies who attack through the smoke reveal their positions, so when it clears, those attackers lose Offense. This makes the ability feel less like simple invisibility and more like Embo turning the enemy's aggression into information and leverage. FAQ/Clarity: Smoke and Shadow is not available at the start of battle. Embo and Keibu gain it only after completing their Leader Contract and receiving its Reward. While Stealth is active, only enemies that damage Bounty Hunter Mercenary allies during this Stealth are marked for the Offense reduction, which applies when Stealth expires and lasts for 2 turns. - Closing Thoughts: Embo has always been one of Star Wars' most visually distinctive bounty hunters, and pairing him with Keibu gave us the opportunity to build a version that feels meaningfully different from his bowcaster-wielding incarnation. The goal was never to make Keibu feel like a separate summoned character; the two are one practiced hunting team, with Embo directing the engagement and Keibu creating the opening. From locking down a quarry with Captive to chaining role-based bonus turns across the squad, the kit is built around the feeling of a mercenary crew executing a plan. Seeing Keibu answer Embo's command, Embo flip his hat back into place, the pair trap their quarry, and then disappear behind smoke should make Embo and Keibu feel alive as a single unit.
27KViews8likes50CommentsBattlefield 6 - Anticheat Update - Season 4
With the conclusion of our first season of Ranked Mode, we have gained deeper insights into the competitive landscape of REDSEC. While Season 4 introduces new ways to play, we have observed new methods of cheating, which we are now actively analyzing and countering to maintain match integrity. One of those will be around the enforcement of TPM 2.0 standards we previously relaxed and observed bad actors taking advantage of during Season 3. We’ve worked with manufacturers to resolve issues that could have affected legitimate players, minimizing the impact so we can confidently enable this enforcement going forward from today. What we learned from our first Ranked Season Our first season of Ranked play reinforced a lesson we’ve seen time and again: when meaningful progression and competitive stakes are introduced, cheating communities become more active and motivated. The season gave us invaluable insight into how our titles' cheating behavior evolves under pressure, from the techniques used to gain an unfair advantage as well as where player skill and outliers can surprise you. Revisiting Prohibited Hardware / Software We found quite a few sets of hardware/software products becoming popular at various levels of play over the season in cheating communities. Some we had previously evaluated and allowed but are going to be added to the prohibited software/hardware list after re-evaluations. Note that any prohibited product will cause a warning when attempting to launch BF6 like the following: We don’t block those programs without good reasons, you can see a previous response by Anti-CheatWard from the Javelin team regarding a previously allowed remapping product, reWASD, and what events resulted in its addition to that list here: EA Javelin Anticheat & Recent Software Blocks. We know that some players may use these products for accessibility and want everyone to be able to play. As a reminder, supported input devices and software such as the Xbox Adaptive Controller, PlayStation Access Controller and Steam Input are not prohibited. When we decide to block a particular hardware/software product, it’s because its continued allowance undermines Fair Play. When considering whether or not something would be prohibited we consider the following: “Does this offer a competitive advantage over others?” On the software side, examples of what we prohibit: Remapping software that masks or emulates input devices via virtual devices to circumvent anti-cheat validations and checks. Remapping software that doesn’t properly expose its configurations while allowing input automation, such as nullifying recoil patterns, turbo modes, etc. Sound radars that indicate more than type, direction, and loudness visually, such as the specific spot for specific sounds on overlays meant for or resembling a minimap. Sound equalizers that change automatically based on specific in-game cues or events. Such as quieting other noises whenever footsteps are present. Crosshair overlays that adapt to or allow for modification while running, such as changing color depending on location/game context. Overlays that provide artificial zoom enhancements, highlighting targets, or other similar non-screen-wide distortions or recoloring. On the hardware side, examples of what we prohibit: Input devices that subvert the balance of aim-assist, such as enabling it for Mouse and Keyboard type devices rather than intended formats like gampads. Input devices that provide any ability to program or “script” multiple sequential or simultaneous input signals, no matter whether they call it a macro, a mod, or a combo, it’s cheating and not permitted. Input devices designed to avoid detection while providing functionality for a competitive advantage, specifically XIM, Cronus Zen, Strikepack, and Titan Two are such devices. Gamepads modified to add features to gain a competitive advantage, such as Turbo, Macro Mods, Aim Assist Abuse, Full-Auto Semi, Recoil Assist, Turbo Crouch Shot, etc. Monitors that provide or nullify game features such as flashbangs, scopes, zoom levels, night vision or tracks/augments the rendering of in-game characters. “Does this circumvent or subvert anti-cheat detections and warnings?” Sometimes products will claim to have a “Compatibility Mode” that makes their software compliant with Javelin for Battlefield 6. Any officially supported methods of using these products will be called out in the anticheat warnings. You can test the validity of any such claim by turning off their “Compatibility Mode” and seeing if the block warning directs you to enable it. If it doesn’t, it’s prohibited. “Does this software offer an attack vector to bad actors?” Sometimes it’s not the product itself that's the problem, it might be what it’s built on. Bad actors take advantage of the security faults wherever they find them, be it drivers, libraries or any number of other software dependencies these tools can rely on, especially when that tool is otherwise trusted and used by a large number of players. These products can sometimes hide behind simpler features that we generally have no issue with but enhance them to such a degree that it moves them from their previous gray areas. Just because two products offer what sounds like the same feature doesn’t mean they are the same. Examples of such features that have such distinctions include input remapping, crosshair overlays, additional levels of screen magnification, sound equalizers that overemphasize footsteps and gunfire or visualize it too specifically, and the list goes on. In-Game “Nudges” We’ve added new in-game notifications related to player moderation and anti-cheat enforcements. These notifications will only be raised during times when they would not interrupt gameplay, like the main menu or pre-game lobbies, and during matches only when you are dead and waiting for the respawn timer. The intention is to let you know when you are engaging in something that constitutes a more minor violation of our policies, providing an opportunity to disengage from that behavior before it warrants more significant warnings or sanctions. How these will appear to you in-game: Some examples we are still evaluating for using these nudges: Anti-Cheat: Purposely and consistently getting out of bounds to normally inaccessible portions of the map (under the map, behind walls, inside of game objects) as a means of getting an advantage over others regardless of method. Matchmaking manipulations to engage in a prohibited behavior that undermines fairness, such as: stream sniping, collusion with other squads in ranked, harassment, etc. Using game exploits beyond a reasonable level of “Fun” and “Chaos” that they can bring before we fix them. Text and VOIP Moderation: Playing disruptive media over VOIP such as sirens, gunfire, footsteps, in an effort to negatively impact others' ability to hear in-game indicators accurately. An early warning when the content of a message would have resulted in a sanction in line with our Positive Play Charter had it been reported. Match Infection Rate (MIR) Updates: Filtering the Noise As part of our ongoing effort to provide a transparent look at game health, we want to dive into an adjustment we’re making to how we calculate our Match Infection Rate (MIR). While reviewing recent data, our anti-cheat and analytics teams noticed a steady increase in MIR that didn't align with any changes in known cheating populations, communities, or cheating tools. A deeper investigation revealed the cause: reports against legitimate players, particularly highly skilled players and especially those who spend most of their time in vehicles. The Impact of Player Reports The MIR we publish is a predictive metric. It doesn't just count confirmed cheaters we’ve given the hammer; it also incorporates signals that help estimate potential cheating activity we may not yet have sufficient capabilities to detect. Player reports are one of those signals and remain an important tool for identifying suspicious behavior, uncovering detection gaps, and spotting emerging circumvention methods. However, legitimate players are also reported, sometimes because of exceptional skill, unique playstyles, or, occasionally, malicious reporting. We even found one account that reported virtually every player in every match they played, which is certainly a dedicated use of their time. This is also why we don't use reports alone to sanction accounts. Reports help direct investigations, but they are not evidence of wrongdoing by themselves regardless of volumes. What We’re Changing To redress this, we're updating MIR to better filter out such legitimate players. While we won't share the exact methodology to avoid enabling abuse, the principle is straightforward: if a player is consistently reported over a long period yet never triggers other anti-cheat signals and repeatedly passes manual review, MIR will recognize them for what they are: a skilled Battlefield veteran. This exclusion only applies as long as reports remain the sole indicator. If any other of our hundreds of anti-cheat detections and/or signals are triggered, that player immediately returns to the pool considered by MIR. Moving forward, this updated definition will provide a more accurate picture of where cheaters may be operating, rather than repeatedly flagging a particular group of highly skilled vehicle crews or Little Bird pilots who routinely rack up 100+ kills legitimately and attract large numbers of reports. Cheaters, in comparison, accumulate reports and detections and don’t survive long enough to establish this kind of long standing match history—the majority get banned quickly during the first few matches/hours of gameplay. Ultimately, this updated definition ensures that MIR remains a strong indicator of the cheating population affecting your matches. The MIR we share publicly is the same metric we use internally, and in the spirit of transparency, we've included a before-and-after view of how this update impacts MIR over the past few months. Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters you've reported, even those we might not have enough evidence to enforce against. Security Feature Enforcement TPM - We appreciate players who have already gone through the efforts of enabling secure boot. We were maintaining some allowances for players that were unable to enable it due to TPM chip issues, but we’ve been working with partners and various manufacturers to resolve these compliance issues. TPM specifications are defined by the Trusted Computing Group here and formalized in the 2015 ISO requirements ISO/IEC 11889-1:2015. We are going to enable strict enforcement of the requirement going forward in line with this update. If you are still encountering issues please refer to the article here for some troubleshooting guidance: How do I use TPM 2.0 on my PC?. For context, 98.76% of current players are already playing on hardware that is fully enabled and compliant with the title's currently enforced requirements. Of the remaining 1.24%, the majority are actively using third-party emulators and/or spoofing their hardware compliance and/or are associated with some level of botting or cheating in the title. HVCI and VBS - These requirements have been present for the title since launch, but we haven’t enforced them yet. We are finalizing how we might deploy these to be most effective without negatively impacting legitimate players, and have not decided that strategy. We may only require specific players with suspicious activity (like a lack of/or falsified telemetry), for specific modes like ranked, or only for participation in official or sponsored tournaments. Regardless we are actively looking at the player data and how cheaters behave to inform and finalize that strategy. We will keep you posted before we enforce any of these security features. Recommendations for CPU Stability Our telemetry recently flagged an uptick in client crashes, which, after thorough investigation, we traced back to an issue related to users' CPU microcode and a Windows Insider Update causing conflicts with our anti-cheat software. We worked with Microsoft and Intel to resolve this situation. To ensure you stay at peak performance on the front lines, we strongly advise applying the latest microcode updates and Windows updates to get these fixes. We are also working to update the error code messages encountered by the Javelin Launcher to give players a more descriptive error message and update our troubleshooting content here: How to install and troubleshoot EA Javelin anticheat on PC. BF_SledgeHammer Update We’re impressed with the sheer volume of interactions with BF_SledgeHammer so far, we wish we could reply to every DM, but even with the various members of the team using the account won’t be able to keep up as we do so secondary to our day-to-day operations of manually reviewing accounts, investigating cheat reports, observing matches, and address appeals. We’ve enjoyed being able to weigh in and reply to posts and direct messages directly. However, please remember that these social interactions are not replacements for our official support systems, and ask players to still use our official appeals and reporting features to ensure their concerns are formally tracked and redressed. In-game reporting still kicks off a lot of extra systems and telemetry that make our investigations significantly more effective. The Road Ahead Fair-play matters, and we have lots of hammers still in the forge, hot and are looking forward to sharing more details just as soon as they are tempered and ready to strike. Stay sharp out there, soldier. I’ll see you on the Battlefield, BF_SledgeHammer803Views2likes19CommentsBATTLEFIELD 6 UPDATE 1.4.3.0
Battlefield 6 Game Update 1.4.3.0 deploys on Tuesday, September 15, alongside Season 4: Tidal Strike. Take on the new Deep Six Collection Event to earn Weapon Packages, a new knife, and other Customization Rewards. Proximity Chat arrives in Battlefield Labs for Live, while a new version of the Phantom Program comes to REDSEC. Find the full list of upcoming QoL changes, balance updates, and bug fixes below. At 8:00 UTC, the update becomes available to download across all platforms, bringing the latest gameplay changes to Battlefield 6. At 12:00 UTC, Season 4: Tidal Strike content goes live, including the Deep Six Collection Event, the Phantom Program, and Proximity Chat. NEW CONTENT Deep Six Collection Event Deep Six is a new Collection Event starting with Tidal Strike on September 15 and running through October 12. Earn a series of exclusive rewards across Battlefield 6 and REDSEC by completing contracts and gathering intel devices. Unlock premium Weapon Packages, Customization Rewards, and the new Diver’s Knife! New Melee Weapon: Diver’s Knife Originally carried by Royal Navy divers operating in challenging maritime environments, the Royal Navy Dive Knife serves as the ultimate reward for players who complete the full Collection Event. Proximity Chat Proximity Chat opens up new ways to communicate with nearby players during a match. Who you hear depends on their position relative to you, with voices placed directionally and shaped by the surrounding environment. Walls can obstruct voices, indoor spaces can change how they sound, and being inside a vehicle will also affect what you hear. You’ll be able to see who is speaking through Proximity Chat, with options to mute or report players when needed. Solo players and parties will default to Game voice chat, making it easier to take advantage of these interactions. To give you more control over this experience, we've also added the following options: Below the Commo Rose, you can now quickly swap channels and globally turn Proximity Chat on or off. Opening the scoreboard in Battle Royale will show a list of recent players you’ve heard through Proximity Chat. From there, you can mute, report, or block a player by selecting their name through the EA Connect pop-up. Up to four players can be heard at the same time. A UI message will let you know when this limit has been reached, with additional speakers temporarily muted until a channel becomes available. We’re excited to bring Proximity Chat to Battlefield Battle Royale, but real-world testing will be important as we continue to tune the experience. We’ll be looking closely at feedback around audio range, clarity, moderation tools, and how Proximity Chat affects gameplay before expanding the feature further. During this testing period, Proximity Chat may be switched on or off while we apply fixes and improvements. Once you’ve had a chance to try it, let us know what works, what doesn’t, and how it changes the way you communicate on the battlefield. Phantom Program Also starting with Tidal Strike, players can tackle the Phantom Program, a limited-time REDSEC operation. Hunt for hidden intelligence, easter eggs and the larger mystery of what has caused the Fort Lyndon security network breach. Earn exclusive rewards, including Weapon Packages and more. Major Updates for 1.4.3.0 Vehicle Improvements: Transport Helicopters, RCB90s, and Scout Helicopters have received gameplay, balance, presentation, and handling improvements. Gunplay and Readability: Weapon reticles, optics, attachment presentation, and a range of weapon-specific issues have been updated to improve clarity and consistency. REDSEC Improvements: Battle Royale mission flow, ring interactions, redeployment, loot behaviour, spectating, and quality-of-life systems have received further updates. Portal and Custom Lobbies: Custom Lobby reliability, spectator tools, Spatial Editor functionality, Portal scripting, and creator-facing tools have been expanded and refined. UI and Presentation: Menus, Ranked information, Store and Battle Pass flows, End of Round presentation, and item visibility have received a broad polish pass. Audio and AI: Audio feedback has been improved across movement, vehicles, and interface interactions, while AI gains improved navigation and water traversal. Reticle Improvements In 1.4.3.0, we’ve overhauled reticles across all weapon optics, launchers, and gadgets to deliver cleaner visuals, reduced clutter, and improved readability against any background. These refinements also strive to enhance the visuals with a more pronounced glow, crisper lines and optimized overall sizing of the center dots/reticles, ensuring a clearer view so you can focus on lining up every shot. 1.4.3.5 update, arriving in a few weeks. CHANGELOG PLAYER Corrected an issue where picking up a fallen Support Kit would grant the ability to revive teammates even after picking up another class kit. Corrected an issue where healing counted as a damage event that kicked players out of using remote-controlled gadgets. Vehicle supply crate collision radius checks are now slightly bigger to prevent player clipping bugs from occurring. Launchers will now have a small splash VFX play when the projectile passes through water. Fixed an issue where, when swimming/on the surface, players received a damage reduction when the bullet went through them and hit the water underneath. Players are no longer able to phase through the Carrier while driving the boat at a moderate amount of speed. Requesting revive is no longer interrupted if a friendly reviver gets killed or cancels the revive. Made vehicles more audible while the player is underwater. Corrected an issue where aim rotation could behave incorrectly when using the Repair Tool from the open seat in the UH-79. Fixed a visual issue causing the gunner’s first-person hands to glitch when looking up or down in the UH-79. Corrected an issue where a precise damage calculation could occasionally kill a soldier who had received roughly 99 damage. Improved the ability for players in a party to join the game together. VEHICLES Corrected a camera issue where tanks and the RCB90 could stutter while zooming in third-person view. RCB90 Patrol Boat Health increased from 800 to 1000. Improved steering responsiveness. Corrected an issue where the RCB90’s Deploy Ramp passive could remain active when it should not. Updated RCB90 weapon and vehicle event feedback for supported haptic devices. Corrected a typo in the Lock-Guided Missile description of the RCB90 Patrol Boat. AH-6 Little Bird Minigun overheat per bullet has been increased by ~33%, roughly overheating ~1.5 seconds faster than before with continuous fire. Decreased Minigun damage dealt to RCB90 Patrol Boats and ATPs by 50%. Transport Helicopters can now correctly take damage from small arms fire. GADGETS Corrected an issue where a tank could be destroyed by running over a friendly Portable Mortar. AA Gadget balance: SLM-93A and 9K38 Igla: Lock-on directional indicator for air vehicles has been removed. Developer comment: We've heard your feedback on infantry vs. aircraft balancing. We are removing the directional warning that alerts pilots to the location of a MANPAD lock-on. This means pilots will have to break off attacks earlier or wait for the missile trail to find its source, making the MANPAD a more effective deterrent and its user less vulnerable to immediate retaliation. The defibrillators no longer fire a charge upon stance change. WEAPONS Resolved an issue where the icon for the canted irons on the EF88 was misplaced Fixed an issue where match ammo for the M2010 and SVK had unintended amounts of damage reduction versus opponents in water. Corrected issues related to weapon stats not updating correctly for the EF88, BROD and VSSM. Updated descriptions on several weapons, including mention of subsonic ammo, which is a default attribute on the M45A1 and vz.61. The weight of the long and lightened suppressor in the L115 has been swapped. Corrected an issue where Vertical Grips on RPKM and RPK-74M have an offset hand position when a laser or light is equipped. Reticles have been improved for clearer visibility, with better readability against bright backgrounds. There is a new option allowing players to turn off the Picture-in-Picture zoom functionality on optics, which will change zoom to only use full-screen FOV rather than combine FOV and additional zoom inside the optic. Changing this does not change the total magnification scale but ensures the total zoom is only changing FOV. BROD3 Corrected an issue where the lasers did not move with the short/extended handguards on the BROD 3. Lasers now correctly adjust their position on the BROD 3 with the short and long handguard. Resolved an issue where thumb placement was unnatural when equipping certain grips on BROD 3. Corrected an issue where the BROD 3 Handguard was missing its icon. Interdictor Balance Updates Minimum damage increased from 62 to 80. Limb damage now matches chest damage Sweet spot damage decreased from 150 to 100 Sweet spot range adjusted to 120m to 160m Damage against armor in REDSEC increased to 100 regardless of hit location or distance Incorrect impact visual effects were corrected for all ammunition types except Match Grade Ammo Iron Sight attachment now costs 15 points. Developer comment: The Interdictor's damage didn't always match its powerful feel, so we've increased its effectiveness and consistency. It now deals 80 damage to the chest and limbs at all ranges, making two-hit kills much more reliable and one-hit kills on damaged foes more common. To better counter players using armor plates, especially in REDSEC, we've also increased its damage against them. With these adjustments, the old "sweeter spot" mechanic was redundant, so we have normalized the damage for more predictable performance. MAPS & MODES Carrier Strike Added Out of Bounds volumes to reduce instances of spawn camping on the carrier deck. Corrected an issue where HQ icons would not stick to the minimap in Rush and Breakthrough. Fixed "Alliance Disbanded" notification incorrectly appearing during the final round of Gauntlet. Corrected an issue where a player's class would be deselected after exiting a mode tutorial. Jets will no longer spawn on the carriers once breached, and will only be available through the deploy screen. Developer comment: We love seeing the battles on Carrier Strike, and we've also seen your feedback about spawn camping on carriers. We're rolling out some adjustments to improve the overall experience of the mode. Please let us know what you think once you've had a chance to play with these changes! Iberian Offensive Resolved an issue where some wall sections had no collision. Better wear a helmet when running into those now. Manhattan Bridge Adjusted out-of-bounds on the first floor of a building near point E in conquest. Adjusted several areas where the collision checks were overextended. This will make flying more predictable and cause fewer helicopters to crash against these buildings. Tsuru Reef Breakthrough Each sector has been expanded to allow both teams more flanking routes and the use of boats. Sector 1 Added 2 RHIBs Swapped Attacker Light Transport for APC Expanded the size of the Capture Points at “A” Moved “B” to a Warehouse along the Marina Sector 2 Increased the size of Capture volume B to include more cover Swapped Attacker Light Transport for APC Swapped Defender Light Transport for Quad Moved Defender contested spawns back 10-15M Fixed Attacker contested/non contested spawns at the beach Sector 3 Added an additional Capture Point down below across the waterway Swapped Attacker APC for Light Transport Removed APC for Defenders Increased the size of Capture Point “A” Sector 4 Reduced the number of Capture Points from 2 to 1 Expanded the Capture Point size of “A” down at the Docks PROGRESSION Kill Confirmed and Assist Confirmed round stats now track correctly towards Career Bests. New seasonal hardware assignments have been added for Season 4. Corrected an issue where the SABOTEUR Accolade could be incorrectly awarded when destroying your own Supply Bag. UI & HUD Corrected an issue where the "Steady Aim" prompt would appear while holding breath, even if set to toggle mode rather than hold mode. Fixed the issue in the net graph where it was showing armor breaking events that also dealt health damage as two separate damage events instead of one. Corrected an issue where contract progress would display incorrectly. Changed the Contract Failed string to Contract Expired. Corrected an issue where the resurface screen effect would play when standing in water and editing loadout. Corrected an issue where duplicate multiplayer requirement tags could appear in Custom Search. Corrected an issue where the Event tab could be missing or inaccessible from the main menu when an event was active. Corrected an issue where certain events could display an incorrect end time in the Challenges tab. Fixed a brief delay when viewing Battle Pass Instant Rewards for the first time. Corrected an issue where the splash screen could appear cropped on super ultrawide displays. Corrected an issue where the XP Boost panel could overlap with other UI elements in the main menu. Updated event timers to display consistently across the Home and Event tabs. Corrected an issue where empty reward tiles could appear in End of Round progression. Corrected an issue where selection highlights could overlap adjacent tiles in Game Options. Corrected an issue where Hardware attachments could disappear from Loadouts after viewing their Challenge unlock requirements. Improved the readability of row titles in the Play menu when displayed over bright backgrounds. Improved the layout and presentation of Ranked information in the Player Profile. Fixed attachment indicator alignment issues across several weapons. Corrected an issue where the keyboard shortcut to like a map was not working on the End of Round screen. Corrected an issue where the Mark All Seen button could remain visible after clearing all new item indicators. Corrected an issue where Career Rank could be missing from the main menu after leaving a match. Corrected an issue where characters could appear without their weapons when viewing Unit Details in Loadouts. Corrected an issue where Challenge progression could display incorrectly on the End of Round screen. Corrected an issue where equipped Player Card Titles could fail to update in the Lobby. Corrected an issue where the Clear All Indicators button could remain visible after clearing all New indicators in the Battle Pass. Corrected an issue where character previews could become unavailable after equipping certain characters in Loadouts. Improved the consistency of icon artwork across multiple characters, weapons, and gadgets. Corrected the name of PAX's Scout Helicopter to MH-350. Resolved an issue that caused the BF Pro popup to appear more frequently than intended. PORTAL Fixed layout overlap between player count and ping indicators in the Server Browser. Map bounds now focus on the experience's intended play space, and Out-of-Bounds areas will be hidden by default. Updated Portal's music system so queuing a new radio music track no longer restarts the currently playing track. Ring of Fire now displays a flashing indicator when the player is near the Ring’s edge. Mesh quality has been improved for several assets. Battle Pickup icons no longer persist after item pickup. Added a new BlockingSphere object type to block spotting and added new VFX for clouds. The example level and script BlockingSphereAndCloudsExample can be found in the SDK. Aircraft Carrier Variation mutator now has a new option to allow use of the Carrier Strike version. Players can now ping custom objectives and Capture Points. The SetPlayerMovementSpeedMultiplier function is now limited to 0.8–2.5, with improvements to reduce rubberbanding. The OnPlayerEarnedKillAssist event now fires as intended. Breakthrough HUD UI Elements Added Breakthrough and Team Deathmatch score tickers. Updated GameModeScore actions with Team and GameStageType params. Added water plane visualization to Spatial Editor. This allows Portal creators to see the water level for levels. After rigorous swimming lessons, AI bots can now navigate through water more reliably. Using Save As now identifies the correct level to export. Added Sandbox Ocean to SDK. Added Wake Island to SDK. Fog has been added as an option for Out-of-Bounds areas on the deploy screen in the Web App. As part of Sandbox Ocean, ocean functions have been added to modify the water. An example level and script can be found in the SDK EnableWater SetWaterBeaufortScale SetWaterLevel SetWaterWaveAmplitude SetPlayerBreathTime GetWaterBeaufortScale GetWaterHeight GetWaterIsEnabled GetWaterWaveAmplitude OnPlayerEmerged OnPlayerEnteredWater OnPlayerExitedWater OnPlayerSubmerged Calling EnableHQ no longer causes out-of-bounds within HQ area. HQs can now be linked to Sectors, VehicleSpawners can be linked to HQs Players are now able to host or play Gulf of Lyndon: Night Ops Conquest without getting a "Timeout" error message Logging in to Web App with a locale in the URL now redirects to the correct URL. The page will also no longer remain blank after logging in. Class restriction selections are now properly reflected for single team modes. Reduced network payload size for larger spatial attachments through compression. ViperStudiosAndy Portal Custom Conquest Template Now uses the official capture UI Now uses official capture point sounds Added AI difficulty (1 Easy | 2 Default | 3 Hard | 4 Impossible) Added option to control how likely AI will use vehicles AI names will now be assigned to teams AI behaviour improved Fixed Cairo Bazaar Combat Area Performance improvements New Map Added: Tsuru Reef ViperStudiosAndy Portal Custom Breakthrough Template Official MCOM HUD added (location is fixed, so sector UI is now underneath for now) Added toggle for UI timer Added AI difficulty (1 Easy | 2 Default | 3 Hard | 4 Impossible) Added option to control how likely AI will use vehicles AI logic improved for Tsuru Reef Team switcher range increased ObjID(990-999) Fixed FX when joining mid-game Added support for FA-81F-Super-Spectre and F-74A-Seacat Performance improvements New Map Added: Tsuru Reef CUSTOM LOBBIES: Expanded Custom Lobby creation support to cover: Tactical Obliteration Obliteration Breakthrough Escalation Rush Domination Team Deathmatch Squad Deathmatch Custom Experiences Developer comment: We are adding these modes to Custom Lobby creation, and players will be able to host games in these modes from 1.4.3.0 onwards. Spectator mode will not be available at launch of Tidal Strike, but we’re working on adding it to these experiences. Custom Experiences will likely require several adjustments from their creators to work in Custom Lobbies, and Spectator Mode. Fixed an issue in Spectator mode on Conquest where the capture zone outline color did not match the correct team in some cases. Fixed an issue with long loading times when switching players in Spectator in some scenarios. Corrected team color for Headquarters being incorrect in Conquest mode for spectators. Objective colors no longer display as white on the Mini Map while in Spectator mode. Added a confirmation visual prompt when admins select 'Apply' in Map Selection for Custom Lobbies. Added notification banners when a player is promoted to Squad Leader in Custom Lobbies. Added 'Ready to Start' notification prompts on host screens once minimum player counts are reached. Added the ability to lock a host to be unique in Custom Lobbies and retain the host abilities upon disconnection. Cleaned up redundant chat configuration options in Custom Lobby settings menus. Corrected a visual issue where squad member Career Ranks could temporarily display the same value when joining a Custom Lobby. Fixed an issue preventing hosts from deselecting highlighted players in the Spectator list. Corrected an issue where rapid map selection toggling caused incorrect map listings to persist. Corrected an issue where the host status was not updated properly in the Custom Lobby screen. Improved visual duplication of player names in the spectator list. Improved visual highlighting glitches in the unassigned section of Custom Lobbies. Resolved an issue where Custom Lobbies could occasionally start on a map outside the selected playlist. Resolved an issue that could prevent Custom Lobby hosts from rejoining a server using the mouse on PC. Resolved an issue where Custom Lobby welcome messages were not shown to players when they joined. Resolved an issue where multiple players could receive the Host icon after the host switched to Spectator and left the session. Resolved an issue where long host names could overlap the “Unassigned” tab in the Custom Lobby screen. Corrected an issue where resetting the map would open the player report menu on controller when using spectator. Spectators are now able to spectate players from the scoreboard with the map open. The spectator is now able to create new POI cameras by holding Shift and pressing the F1-12 Hotkeys. Spectators are now able to switch to other members from the same squad using the designated buttons on the controller. AUDIO Corrected an issue where first spawn Commander VO lines for the defending faction in Breakthrough were not playing. Resolved an issue where walking and running through water could produce unnatural movement sounds. Fixed missing sounds for spectator options UI in Spectator Mode. Corrected an issue where certain item pickup sounds could be heard by more players than intended. The F/A-81F Super Spectre and the F-74A Seacat now have proper SFX when selecting them in the Loadout menu. Resolved an issue in Carrier Strike where the in-game Commander VO failed to play for the remainder of the round if the intro cinematic was cut short by a rapidly filling server. Corrected an issue where localized VO could fail to play when destroying an enemy air vehicle. REDSEC BATTLE ROYALE Corrected an issue where the weapon model was invisible in first-person view after reviving. Vehicles and gadgets are now destroyed correctly when the Ring of Fire passes through them. Vehicle health brackets are no longer shown in the soldier kill card after being killed by a vehicle. Spectators now receive the squad wipe notification when the spectated player secures a squad wipe. Corrected an issue where the Javelin launcher could not always be looted from the back of the Box Truck in Battle Royale. Corrected an issue where VL-7 Smoke audio effects and coughing could continue after players were no longer affected by the gas. Weapons Cache mission reward images now match the rarity of each reward. Corrected an issue where the insertion helicopter player count could appear after the helicopter sequence had ended in Battle Royale. A grace period has been added before a tank can be hunted by the Tank Hunter mission in Battle Royale. Data Extraction download time has been reduced from 15 seconds to 5 seconds. Trackers consumed by the Ring of Fire now count towards Evasion mission progress in Battle Royale. Corrected an issue where the Respawn Tower on the aircraft carrier had no visible outline when redeploying squad members in Battle Royale. Corrected an issue where contract loot was temporarily hidden from players in vehicles. Updated the Weapons Cache mission to award higher-rarity weapons based on the squad's level when starting the mission. CLASSES Assault Improved the ability for players to see spotted enemies through objects after reaching Level 3 as Hazmat Breacher with the Tracker talent on Fort Lyndon. GADGETS Corrected the M320A1 ammunition count shown in the Pointman Training Path so the description matches the weapon’s in-game capacity. Corrected an issue where the JAGM Strike wasn't targetable by the Hardware Suppression System. GAUNTLET Corrected an issue where a player's banner could become cropped during the End of Round sequence. RANKED Fixed a visual bug causing the Ranked Point (RP) entry cost for placements 23–25 to be missing in the in-game HUD. Adjusted the pre-lobby leave penalty grace period from 30 seconds to 3 minutes to prevent unpenalized early leavers. Added the ability to report a player for being AFK through EA Connect, giving players another way to flag teammates who are not participating. Added AFK Kick System. Our AFK systems will now identify players who have become inactive and provide a clear warning. If the player takes no action to clear the warning, they will be removed from the match. The system will account for spectating, waiting for redeploy in Battle Royale and similar situations. UI & HUD Corrected an issue where matchmaking could become unresponsive if a teammate left the queue from the End of Round screen. AUDIO Corrected an issue in REDSEC where an incorrect subtitle displayed for the Armor Call-In Handler VO line. Resolved an issue in REDSEC Quads where an incorrect Handler VO line would trigger after your squad was wiped. AI AI bots in REDSEC can now use hanging ropes to reach the underground tunnels in Fort Lyndon. For the latest updates, keep an eye on this subreddit and our BattlefieldComm X account. If you need to report any issues, please visit EA forums. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord. 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.217Views6likes4Comments[BFComms] Windows Insider Build is not currently working with EA Javelin
We have received reports that the latest Windows 11 Insider Build is not working with EA's anticheat, Javelin. While we are working on an update to deploy and resolve this issue this week, players will have to roll back to an older Insider Build or a Retail Windows build for the time being. This affects the following builds or higher on the last 4 digits: Windows 11 24H2: 26100.9539 Windows 11 25H2: 26200.9539 Windows 11 26H2: 26300.9539 We will post an update once a new version of Javelin has been rolled out.384Views5likes4Comments[BFComms] Battlefield 6 - Community Survey [Aug 2026]
We're looking for your feedback. Our latest Battlefield Community Survey is now open, with this edition focused on Pacific Front. These surveys help us better understand your experience with Battlefield and the community. Your responses help us identify broader trends, highlight what's working well, and pinpoint where we should be focusing our improvements. The survey takes around 5 minutes to complete. Responses are available on a first come, first served basis, with a limited number of spots available, so if you'd like your voice to be heard, be sure to complete it soon. Survey: https://www.surveymonkey.com/r/Q8TMXWS As always, this is just one of the ways we gather feedback. We're also reading your discussions here on the EA forums, as well as across Discord, social media, Battlefield Labs, and other community spaces. Wherever you choose to share your thoughts, we're listening. Thank you for helping shape the future of Battlefield.1.2KViews3likes31CommentsAMD GPU Stability: Update to Driver 26.9.1
💡REMINDER: For players on PCs with AMD GPUs experiencing issues with game stability, please confirm you're using AMD's 26.9.1 update. Automatic updates may not necessarily update you to 26.9.1 and you may need to manually update here: https://www.amd.com/en/resources/support-articles/release-notes/RN-RAD-WIN-26-9-1.html39Views3likes0Comments