[Updated 11-05] Community Conquest Milestone Event
Hello Holotable Heroes, I come to you with another Milestone event. One i've dubbed, "Beat up Your Bosses!" As we start to ramp up our 10-year anniversary celebrations which will be kicking off sooner than later, (I still can't believe it's been 10-years) I wanted to throw another Milestone together, different from what we're used to. As a reminder, I will do my very best to manually up this every day at a time within said day :) and on weekend the update will come on Monday. Without further introduction, welcome to the milestone event Which boss in SWGOH has been your favorite to face? Update 11-5: Congratulations on hitting the final milestone! I will inform the team. Please be patient on when the rewards will arrive. We will do our best to get it to you in a timely manner. Thank you :)32KViews24likes55Comments[Hotfix Deployed + Updated] Rebel and Jedi LST Issue
Hello HHH, The team is aware that the Rebel LST being applied to Lobot is not targeting Lobot and are investigating. Thank you for your reports. Update: These are the characters that are currently affected and the team is working on a fix Rebels: - Baze Malbus - Bistan - Chirrut Imwe - Lando Calrissian - Lobot - Stormtrooper Han - Wedge Antilles Jedi: - Aayla Secura - Eeth Koth - Ima-Gun Di - Kit Fisto - Plo Koon This issue will be addressed in our make good we are working on.6.9KViews2likes19Comments11-Days of Meatmas
Hello Holotable Heroes, The subject heading is the best I could come up with so don't judge me :D I wanted to have some fun prior to me heading out for my holiday vacation so feel free to fill out this form: https://forms.gle/ycPNSiH1jEPbWe9C8 and each day ill hop in my pod and sling some goodies down the chimney of random folks. Thank you for being you and see you on the Holotable!17KViews23likes22CommentsREDSEC - Community Update – Armor
Hey everyone, 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. 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: Our philosophy for armor in REDSEC How this ties back to Battlefield 6 MP A deep dive on current armor mechanics from Ryan, the lead designer on the armor system Our Armor Philosophy in REDSEC When we set out to build the Battle Royale experience, one of our big goals was to keep as much parity with Battlefield 6 Multiplayer as possible, while still delivering the core fundamentals of the Battle Royale genre. We want skills and muscle memory you build in one experience to transfer into the others. If you learn recoil patterns, ranges, and damage breakpoints in MP, that knowledge should mostly still apply when you drop into REDSEC. At the same time, Battle Royale has some unique needs: High stakes: One fight can end your match. Looting: Gear progression is core to the experience. Map scale & pacing: Engagements tend to be mid- to long-range, which already lines up nicely with Battlefield’s overall DNA. Because of that, we made lootable infantry armor a key area where REDSEC intentionally diverges from standard MP tuning. What Armor Is Meant to Do Armor’s job in REDSEC is to extend time-to-kill (TTK) so you have a bit more breathing room in high-stakes fights. We want armor to impact how long you live, not make weapons feel totally different between modes. So our guiding principle is to leave core gun mechanics and soldier health damage the same across experiences, and tune REDSEC by adjusting damage vs. armor (extra health) instead. That way, a weapon feels familiar whether you’re in MP, Gauntlet, or Battle Royale. We can also make changes that only affect REDSEC by tweaking damage vs. armor, without breaking weapon balance elsewhere. We feel we landed armor in a good spot for the launch of REDSEC, but this isn’t “set and forget.” We’ll keep monitoring your feedback and our data, and we’ll make future balance passes where needed. Now, let’s hand it over to Ryan for the more detailed breakdown. Armor & Damage – A Deep Dive Hi! I’m Ryan. For those who don’t know me, I’ve been around the Battlefield franchise in one form or another since BF1, and in various Battlefield communities back in the BF3/BF4 days. For REDSEC, I’m the lead designer of the armor system, and I’d like to walk you through how armor works, how weapon damage plays into it, and how it differs from the rest of Battlefield 6. Armor Values in REDSEC Let’s start with some basic numbers: Armor in Gauntlet: 40 HP Armor in Battle Royale: 80 HP total (2 plates at 40 HP each) Think of armor as extra health layered on top of your standard soldier health. Once that armor is gone, everything works like you’re used to from other Battlefield 6 experiences. How We Think About Damage Every weapon in Battlefield 6 has a damage profile. That profile is primarily driven by the caliber of bullet it fires. A specific caliber (for example, 7.62x39mm) has a core damage profile. When that caliber is used across different weapon archetypes (like rifles, carbines, LMGs), we may tweak it slightly, but they still share underlying values and behavior. For REDSEC specifically, each caliber effectively has two damage curves: Damage vs. Soldier Health and Damage vs. Armor. In REDSEC, we only adjust weapon damage against armor. Once armor breaks, that weapon will deal the same damage to soldier health, at the same ranges, as it does in the rest of Battlefield 6. The Two Big Systemic Adjustments We currently make two systemic adjustments to how infantry weapons interact with armor in REDSEC. 1. Extended Damage Drop-off Ranges vs. Armor All weapons have damage “steps” at different ranges (max damage, then lower damage as range increases). For damage vs. armor, we extend those drop-off ranges by 10 meters. REDSEC fights tend to happen at longer ranges (the larger map size and extended engagement ranges found on Fort Lyndon). Extending the effective ranges vs. armor helps weapons feel more consistent between MP and REDSEC, even though the context is different. This adjustment applies to all primary and secondary weapons. 2. Lowering Extreme Close-Range Damage vs. Armor for Automatic Weapons For automatic weapons, we make another key change vs. armor. The first, very close-range max damage step against armor is essentially removed (or significantly reduced). In cases where we have a Carbine variant of a bullet (like 7.62x39mm vs. 7.62x39mm_Carbine), we keep the caliber’s max damage vs. armor aligned across the caliber and lower that close-range damage step to match the non-carbine, instead of flattening it all the way down. 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). 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. A Concrete Example (7.62x39mm) To make this a bit more tangible, let’s walk through an example using 7.62x39mm. For 7.62x39mm (ACE, RPKM): Deals 33.4 damage out to 9 meters, then drops to 27.3 damage Drops to 21.5 damage at 21 meters Drops to 20 damage at 36 meters Drops to 16.7 damage at 75 meters For 7.62x39mm_Carbine (SIG553R): Deals 33.4 damage out to 9 meters, then drops to 25 damage Drops to 20 damage at 21 meters Drops to 16.7 damage at 36 meters Drops to 14.3 damage at 75 meters These “steps” line up with changes in bullets-to-kill (BTK) and are what you’re feeling when a weapon shifts from, say, a 3-shot kill to a 4-shot kill. Now compare that to damage vs. armor, all those damage drop-off ranges are pushed out by 10 meters vs. armor. The very close-range damage (within ~9 meters) is flattened, so armor doesn’t just vanish instantly. Example: 33.4 is reduced to 27.3 damage vs. armor at those very close ranges. Carbine variants are lowered to match that 27.3 damage, rather than being pushed even lower. At longer ranges, your damage against armor feels more in line with your expectations from MP, just with the added buffer armor provides. At very close ranges, armor meaningfully slows down TTK, especially against very fast-firing weapons, without making the gun feel like a totally different weapon. Where We Go From Here 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. 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. 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. 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. //The Battlefield Team 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.13Views1like0Commentsskate. - Community-Raised Issues [Last Update: December 4]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. Achievements | Achievements aren't being unlocked despite meeting the criteria. | [MEGATHREAD] Achievements not completing ❗ Update: This issue should now be resolved for players using the EA app and Epic Games. If you're playing on other platforms, we're still working on a fix! 🆕Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 🆕Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Players stuck | Multiple reports on players getting stuck/softlocked | Softlock MEGA THREAD | EA Forums - 12581740 ❗ Update: Last week the team pushed out some back-end fixes to prevent further softlock occurrences, and are working to address those that are softlocked currently. We've recently unlocked 200K folks from various progression issues, and the work continues, and as we continue to make progress, we’ll keep you updated on our official skate_status account on X. 🆕Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 🆕Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens Level Up | Market mile fails to level up after achieving the required neighborhood rep | Market Mile not leveling up Players Stuck | Stuck in a canal if they fall in after collecting the final bearing in the Salmon Run line challenge. | Stuck in canal, can’t respawn, can’t play game now ❗Workaround : Players can join a party and have the party leader start a coop challenge SVB Charge | Getting charged SVB for Rip Chip or Tix Items | MEGA THREAD - Getting Charged SVB for Rip Chip or Tix Items ❗ Update: If you experienced the issue, please post your details on the linked thread. Visual | The bottom of the soles of the vans sk8 hi are white instead of brown | Wrong Sole Color on Vans Sk8 Hi Visual | Claim button appearing when there is no completion award | Can’t claim season 1 challenges after completion. Visual | Stunt target showing up/staying on when not in a Stunt Challenge. | Stunt target showing up/staying on when not in a Stunt Challenge. | EA Forums - 12634173 ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. Players stuck | Extravert Store mission cannot be completed resulting in progression softlock | Go to extravert to level up bug Visual | Hedgemont community park is fused with the Skate-o-Ween park. | You forgot something Challenges | Skate-o-Ween challenges don't show on the map | Skate-o-Ween Challenges don't show on the map | EA Forums - 1284724 Challenges | "Holly Huck" challenge reappears after completing it | 'Holy Huck' Challenge is reappearing... Challenges | Cumulative total challenge goal completion is not updating or tracking properly to unlock neighbourhoods. | Challenges not logging Challenges | The coop challenge goal often does not register as completed. | Co op challenges not completing Challenges| Unable to make progress against daily/weekly/seasonal tasks | Daily and weekly task not counting progress AGAIN | EA Forums - 12765908 Daily Tasks | Task progress stops after two completions due to lack of additional daily slam challenges | Daily Task and Daily Challenges Don't Match Sometimes. Loading Issues | Multiple reports on players encountering an infinite loading screen. | MEGATHREAD - Loading.... Error Trick of the Day | Spread Eagle doesn't count progress towards the Task for Trick of the Day | Trick of the Day - Spread Eagle not counting Skate-O-Ween Tasks | The Skate-O-Ween Tasks event task progress does not update properly | Skate-o-ween task bugged?! Patch v0.29.1 In-Game | Friend's skater appeared invisible after joining a friend's party. | Invisible Friends in Online Co-op Visual | Rip score award screen shows twice | Repeated rip score award screen Patch v0.28.0 In-Game | When starting a challenge solo or without a party, a "Waiting for player" pop-up appears on the screen. The challenge eventually starts after a minute. | Waiting for players on non co-op chalenges Players stuck | Unable to progress even after rebooting the game and getting stuck on the mission Tour 1 - Skater Eyes: Stunting 101 | [MEGATHREAD] Stunting 101 Tour 1 Stuck at 3/3 completion Patch v0.27.7 In-Game | Rarely, a queue notification showing "err" will appear when a party starts a Co-op challenge queue. | [MEGATHREAD] ERR notification every few seconds Players stuck | When booting the title with a fresh account, the user will get stuck in the splash screen at the "Configuring" stage. | Stuck on "Configuring" MEGA THREAD Players stuck | Players spawn way out of bounds every time they log in. | [MEGATHREAD] Stuck beneath map. Skatebord in a void. 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!8KViews12likes0CommentsBattlefield 6 - Community Update – Latest Updates Ahead of Winter Offensive
Hello everyone, Welcome to our latest Community Update for Battlefield 6! With Update 1.1.2.0 settling in, we are taking a moment to share a deeper look at ongoing and upcoming work across the Battlefield Studios as we prepare for the Season 1 Winter Offensive update. Latest Improvements Here is a recap of recent adjustments before we dive into the upcoming changes. Escalation - On November 18, we increased the time required to capture objectives and territory in Escalation by roughly 20%. This keeps the mode’s high-energy pace while giving players more room for tactical decisions, better reactions, and smoother, more strategic matches. Your feedback has been positive about your experience in Escalation after the changes, and we will continue monitoring both internal data and community feedback. Challenges - On November 19, alongside the 1.1.2.0 Update, we made several changes and fixes to the Challenges system. While this has alleviated several issues with progression and reward tracking, we’re still seeing reports from players that not all challenges properly unlock their rewards after finishing them. The team is investigating, and we’ll provide an update as we get more traction on this. Anticheat - On November 28, our Anticheat team provided an update on the current state of anticheat, how the Match Infection Rate is trending, how we use it to help measure game quality, and what’s next for them. Portal - ICYMI, Downtown, Marina, Sandbox maps are now available in Portal, through REDSEC, and we’re excited to see what experiences you’ll create in these new areas. Winter Offensive Update 1.1.3.0, Winter Offensive will be arriving on December 9, and the Update Notes are incoming over the next few days. Below you’ll find some of the highlights. Audio Improvements With this update, we have made a broad set of audio improvements, including better prioritization of important combat and vehicle sounds, and a comprehensive pass on footsteps to improve clarity, distance definition, and positional awareness across the game. We have also continued to work on performance and memory issues that could cause sounds, such as vehicles or footsteps, to sometimes not play as intended, which has been particularly noticeable on larger Battle Royale maps. Mode Adjustments Across Rush and Breakthrough, we’re making major updates focused on improving attacker flow, reducing defender oversaturation, and tightening clarity around objectives. Our goal is to make each push feel more readable, fair, and momentum-based without undermining strong defensive play. In Breakthrough, capture volumes and vehicle availability have been updated across several maps. These changes are guided by your feedback and internal data to help bring win rates closer together for both teams. As one example, Siege of Cairo now features an additional attacker tank in Sectors 1 and 3, along with an updated capture area on B to give attackers a clearer foothold. In Rush, M-COM locations on Manhattan Bridge and Liberation Peak have been adjusted to give attackers more reliable access and to smooth out the flow between sectors. Across both modes, multiple capture zones have been reshaped or clarified so players understand more clearly where to contest or defend. Vehicle spawns have also been rebalanced on several maps to better support attackers where pushes tended to stall and to reduce setups where defenders held overwhelming vehicle advantages. These updates are intended to reduce bottlenecks, remove frustration points, and create more consistent and engaging fights around objectives. Beyond these highlights, we have also made a range of quality-of-life improvements across UI clarity, minimap behavior, controller aiming responsiveness, and more, which you will see detailed in the full notes. Lastly, beyond the Winter Offensive update, we are also looking into recent performance issues reported by some players and are reviewing data to understand where improvements are needed. Combat Systems In this update we have also made broad improvements across our combat systems to help deliver more consistent, predictable, and responsive gameplay. Hit Registration and Netcode We are continuing to build on our work to make hit registration feel consistent, reliable, and predictable during every engagement. With this update, we have improved how bullet trajectories are aligned in fast-paced situations, including cases where shots were fired while transitioning into a zoom. These improvements correct inconsistencies that could affect hit registration and the readability of where your shots were landing. We have also made updates to better handle high-density combat scenarios to ensure bullets register more reliably when multiple players are fighting in close proximity. In parallel, we have tightened the clarity of damage feedback so that health UI changes and damage cues feel more immediate and easier to understand during combat. While this is separate from Netcode itself, improving how damage is presented plays a key role in making hit registration feel responsive and intuitive. Lastly, we have resolved an issue where clients could briefly display certain pieces of geometry as intact even though they had already been destroyed on the server. Fixing this eliminates cases where incoming damage could appear to pass through walls. Soldier visibility Development is also ongoing to further enhance soldier visibility and to make combat readability feel sharp and intuitive across all environments. In this update, we have refined how visibility effects activate at close range so that soldiers stand out more clearly in darker or low-contrast areas. We have also updated prone animations to include more subtle movement, improving the ability to spot soldiers using low-profile positions. We are already looking ahead at broader improvements to lighting and exposure, especially in indoor vs. outdoor transitions, and how characters read against complex environments. This work continues to be a major focus for us, and we are approaching it with the goal of improving clarity without compromising the intended Battlefield visual style. Weapon adjustments Weapon feel and reliability are always top priorities for the team. This update includes wide-ranging improvements to weapon handling, including fixes to first-shot accuracy, attachment behavior, and tuning across various recoil patterns and weapon categories. These changes aim to deliver more predictable and consistent weapon performance in active combat. We will continue to refine weapon behaviour based on live data and player feedback, with additional adjustments already in development for future updates. Ongoing work and future improvements We are actively exploring several areas aimed at improving clarity, responsiveness, and fairness in combat. This includes further work on edge cases related to hit registration, investigating rare desync scenarios with destructible objects, and gathering deeper data on situations where players feel they were eliminated after reaching cover. These areas remain key priorities, and the findings from our ongoing investigations will inform updates planned for the new year. On the weapons front, we will continue monitoring the effects of the dispersion changes introduced in California Resistance. The early trends show a healthy distribution of weapon usage across categories, and we will keep tracking performance to identify outliers as the meta evolves. REDSEC Armor in REDSEC: We have seen discussions in the community about how armor works in REDSEC, how it interacts with weapon damage, and where behaviour may differ from what players expect. We have sat down with the team to review the system in detail and have a dedicated blog on this topic rolling out in the first week of December. Tank Availability: We have seen your discussions around tanks feeling too strong in some cases, and we are making a first pass on this. We are lowering the frequency of tank missions availability as a first change to the system. We will keep an eye on internal data and how you engage around the change, combined with your feedback, for additional changes with an upcoming update. Community Highlights Portal experiences you should give a try Our team continues to be amazed by the incredibly talented, creative, wonderful, funny, and entertaining experiences our players put together in Portal. We will highlight more cool experiences going forward, and thought that the two below would be a good start to check out player-created Portal experiences if you haven’t done that so far. Snipers VS. Runners Experience code: YT6XX As a sniper: Don’t let the runners reach the end of the obstacle course. As a runner: Don’t lose your head. ;) KING OF THE RING Experience code: Z3JN4 Players race around a ring and try to reach the end without falling off or being blown up by the rocket launcher-wielding player in the middle of the ring. Will you make it to the finish line or get blown to pieces? Battlefield REDSEC Elite Series In case you missed it, we’re launching the Battlefield REDSEC Elite Series, and you can become part of those adrenaline-filled moments when your squad pushes their limits and gets the W. Thank you for your ongoing support, feedback, and PTFOing! We’ll see you on the Battlefield. //The Battlefield Team 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.58Views1like0CommentsThe Weekly Grind - Dec 2, 2025
Welcome back to The Weekly Grind. Let’s get to it! What’s going on? Welcome to Future Radical! That’s right, San Vanners, it’s skate.’s Season 2, live and ready to shred. We released the Season 2 blog last week, with all the details coming in Future Radical, but if you need a refresher, check it out here. We’re keeping this week’s grind short because today is our Season 2 release. We’ll have a list of new Known Issues (based on your feedback and shared bugs/issues) next week. Weekly Calendar Update 0.29.1 Patch Notes (that was yesterday) The Weekly Grind! (that’s today) Season 2 Launches Charitable Giving 2025 Blog Coming Up: Winter Roll-stice Winter Snowglobe Sweeps ?? Update 0.29.5 Since 2020, we’ve worked with 25 different skateboarding charitable organizations to help support and continue growing skateboarding globally. Check out the blog for more details and how you can contribute - and get some in-game gear. More content from the skate. community! As usual, we wanted to share a few pieces of content that caught our eye. Remember: if you want to possibly be featured in The Weekly Grind, make sure to share yours (screenshots, videos, clips) via skate.reel. Part of The Weekly Grind will be dedicated to sharing current Known Issues the team is tracking for bugs & issues, any active deployments/fixes, and next steps. Since we just dropped the Patch Notes and Known Issues for Update 0.29.1, we’ve linked them here for you to review, and make sure if you experience any bugs, issues, or have some feedback on Season 2, drop it in our forums (bugs & issues) or hit up the official Discord.97Views1like0CommentsKnightfall Jocasta Bug
Hello Holotable Heroes, The team has been made aware of the Jocasta bug causing issues in the Knightfall event and I have made the suggestion to rerun the event once the bug is addressed. Due to the holiday season, this will not likely be looked at until we are all back in the office.13KViews11likes44Comments