[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.1.5KViews3likes40CommentsNew Tiberian 75 World starts on October 29th, 2026
Greetings, Commanders, A new world is about to start soon! Tiberian 75 will open October 29th, 2026, at 4 p.m. UTC. The world has 15.000 slots. The Forgotten won’t attack you! But your forces will be affected by morale malus. Player levels will cap at 65. Ruleset: Uprising Prepare yourself and your alliance and be ready when the new world launches, to get the best chances to claim the top of the ranking and be the first to beat the fortress! See you on the battlefield, Commanders!BATTLEFIELD 6 GAME UPDATE 2.1.1.0
On Tuesday, October 13, Battlefield 6 Game Update 2.1.1.0 opens a new front in Battlefield 6 and REDSEC with the launch of Season 5: Siege of Vegas. The battle spreads across Vegas Strip and Area 51, while REDSEC raises the stakes with Rapid Royale and the official launch of Ranked Battle Royale beyond Battlefield Labs, featuring redesigned Ranked badges and new rewards. Four new weapons, a new Battle Pass, and the limited-time Battlefield 6 x Dead Space: Convergence Event round out the update. From 8.00 UTC, the update will be available to download across all platforms. It also brings a broad range of gameplay improvements, including vehicle and Anti-Air tuning, revised Battle Royale class equipment and Field Training, Spectator Mode updates, expanded Portal tools, and further polish across weapons, gadgets, UI and HUD, audio, and game stability. At 12.00 UTC, Season 5 content becomes available. Take the fight from the neon-lit streets and casinos of Vegas Strip to the desert surface and underground tunnels of Area 51, build momentum through earned redeploys in Rapid Royale, begin a new Ranked Battle Royale climb, and add the Mk 24, RSPR, Z84M, and ELR-40 to your arsenal. From October 15-19, Battlefield 6 will also be free to play for a limited time on PlayStation, and Steam*, with every available map and mode open across land, air, and sea. NEW CONTENT SEASON 5: SIEGE OF VEGAS Go all-in on all-out warfare as Season 5 opens with Siege of Vegas, taking the battle from the neon-lit Las Vegas Strip to the classified depths of Area 51. Four new weapons, Multiplayer Leaderboards, a new Battle Pass, and a limited-time Battlefield 6 x Dead Space Halloween event round out the opening phase. REDSEC raises the stakes with Rapid Royale, its fastest and most aggressive Battle Royale experience yet, alongside a new season of Ranked Battle Royale. As Pax Armata unleashes powerful chemical weapons across Las Vegas, squads will fight across Vegas Strip and Mirak Valley, earn redeploys, climb the ranks, and battle their way to the top. NEW MAPS Vegas Strip: War has arrived in Las Vegas, where anything goes. Supporting all combat sizes, land vehicles, and helicopters, Vegas Strip combines open sightlines and large-scale vehicle battles with the iconic Strip, fountains, lavish casinos, rooftop ziplines, hotel towers, and storm drains built for close-quarters combat. All the chaos, all the grit, all the indulgence. Area 51: Area 51 has been breached. This top-secret desert military base offers endless opportunities for massive-scale combat, with jets, helicopters, and tanks ready to attack and defend across the surface. Descend through a fresh crater to explore the base’s underground tunnels, take close-quarters fights beneath the desert, launch a dirt bike over rolling hills, pilot a jet across the landscape, and bring down the Air Traffic Control tower to reshape the battlefield. NEW REDSEC MODE Rapid Royale: Battle Royale comes to Las Vegas with the fastest and most aggressive REDSEC experience yet. Get kills, earn redeploys, and fight to the top across multiple maps, including Vegas Strip and Mirak Valley. Rapid Royale features a lower player count, airdrops containing some of the best loot in the game, and the fastest ring of fire. More aggression. Faster matches. Go rapid. RANKED BATTLE ROYALE Ranked Battle Royale officially launches with Season 5, moving beyond Battlefield Labs and into a new competitive chapter for REDSEC. Squad up, climb the ranks, earn new rewards, and show off redesigned Ranked badges as you fight your way to the top. NEW WEAPONS Mk 24: Dominate open firefights with the Mk 24, an Assault Rifle that becomes deadlier at longer ranges while balancing its power with a limited magazine capacity. RSPR: The RSPR is a highly compact, short-range Personal Defence Weapon with major stopping power from its rifle cartridge. It performs better at longer ranges than most Personal Defence Weapons, but its higher recoil demands careful control from operators looking to make the most of its power. Z84M: A belt-fed Light Machine Gun built to dominate at close range. With a 100-round capacity and support for a wide selection of attachments, the Z84M is ready to sustain pressure across the battlefield. ELR-40: A versatile Bolt-Action Sniper Rifle built for deadly long-range engagements. Its standard configuration features a very long-range sweet spot, while its single-shot mode moves the sweet spot to shorter distances, giving Recon players greater flexibility across changing engagements. BATTLE PASS Go on a tear with the Season 5 Battle Pass, featuring six instant unlocks, four themed paths, more than 100 tiers of rewards, and a new arsenal of hardware to earn throughout the season. BF PRO Go all in on Las Vegas with Battlefield Pro, including six exclusive instant unlocks, full Battle Pass access, 25 Tier Skips, an exclusive BF Pro limited-time Bonus Path of rewards during the Season, new music for the vehicle radio, a 15% XP boost, exclusive Instant Unlocks, persistent Portal Server Hosting, and 100-player servers in Portal. BATTLEFIELD 6 FREE TRIAL No ante required. From October 15-19, Battlefield 6 will be free to play for a limited time on PlayStation and Steam.* Play every available map and mode, fight across land, air, and sea, and experience ultimate all-out warfare. BATTLEFIELD 6 x DEAD SPACE: CONVERGENCE EVENT From October 20 through November 10, the limited-time Battlefield 6 x Dead Space: Convergence Event brings a new threat to Area 51. In Pax Armata’s desperate push to acquire new weapons and technology, its forces uncover an ancient alien artefact buried deep within the vaults of Area 51: a Marker. Its origins are unknown, but its effects are not. Those who get too close succumb to violent madness that threatens to become an extinction-level event. Marker Incursion: Dead Space comes to Battlefield 6 and REDSEC in this limited-time Halloween event. Wield the Pulse Rifle Battle Pickup and fight through hordes of AI-controlled Marked Soldiers in a new 16-player PvE experience. Destroy the Marker and stop the Convergence Event before the madness spreads. Dead Space Rewards: Fight against Convergence to unlock Dead Space rewards, including the “Aegis VII” Soldier skin, the “RIG-Certified” SMG Weapon Package, two Weapon Stickers, Soldier Patches, a Player Card Background, and two in-game Bundles. Major Updates for 2.1.1.0 Vehicle Combat and Mobile Anti-Air Tuning: Anti-Air receives a broad balance pass across several major areas, alongside further updates to tank damage angles, regeneration, vehicle weapons, rockets, and Anti-Vehicle Mines. Player Combat and Animation Polish: Soldier presentation has been improved across death animations, swimming, revives, hit reactions, and vehicle seating, while recoil compensation, reload behaviour, weapon attachments, and optic presentation have received further updates. UI, HUD and Spectator Mode Clarity: In-game information and menu presentation have been improved across Spectator Mode, the Deploy Screen, Loadouts, Customisation, reconnection messaging, player status information, thumbnails, and front-end navigation. Portal Creator and Custom Lobby Updates: Portal creators receive new Verified Portal Modes, Custom Maps, SDK functions, water controls, notification tools, and updated example levels, alongside improvements to hosting, team setup, player management, lobby transitions, and Custom Experience presentation. Audio, AI and Stability Improvements: Audio feedback has been improved across vehicles, weapons, voice-over, controllers, maps, and underwater gameplay, while AI navigation and behaviour, Campaign access, lighting, and visual-effect stability have also received further polish. REDSEC and Ranked Battle Royale Updates: Rapid Royale arrives alongside a new Ranked Battle Royale season, while class equipment, Field Training, redeploy loadouts, armour plating, mission flow, loot presentation, Second Chance behaviour, and Ranked End of Round information have been updated. CHANGELOG PLAYER: A fade-to-black transition now appears correctly between entering the downed state and reaching the Deploy Screen. Corrected a visual issue that could cause a soldier’s death animation to appear unnatural when killed inside GDF-009 Stationary Anti-Air. Reduced abrupt soldier animation transitions caused by large waves briefly forcing soldiers into an in-air state. Soldier death animations now play correctly when killed while using GDF-009 Stationary Anti-Air. Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator. The network graph no longer registers bullets stopped by water as dealing zero damage. Updated and improved third-person revive animations to make changes in player state clearer. VEHICLES: Dev note: The team felt that anti-air cannons were not effective enough at punishing aggressive, mid-to-long-range fly-bys from aircraft. By increasing projectile velocity and reducing shell dispersion on Mobile AA, we aim to improve the consistency and effective range of ground-based anti-air, making it a more significant threat. Light attack aircraft, specifically the Scout Helicopter, are considered too effective vs infantry with their rockets. The changes in this update aim to curb this in the following ways: Reducing Splash Damage: The 30% reduction in 70mm FFAR Light Rocket splash damage prevents one-hit kills on infantry at the most common engagement distances, requiring more precise aim from pilots. Increasing Resupply Time: Lengthening the rocket pod resupply cooldown from 28 to 38 seconds forces pilots to be more selective with their attack runs, reducing their ability to perform "carpet-bombing" on ground targets. We also wanted to improve counterplay, as low-altitude aircraft previously felt too safe from infantry threats. The initial goal is to make aircraft flying "below radar" more vulnerable to infantry lock-on missiles (MANPADS) to ensure that no altitude was completely safe and to reward infantry players for good positioning. However, in Battlefield Labs testing, it became clear that this change needed some more iterations before being ready for prime time. We'll keep you posted on these changes as we make progress. Overall, we designed the balance updates in 2.1.1.0 to make anti-air systems more lethal and reliable, reduce the oppressive power of light aircraft against infantry, and ensure there are rewarding counter-tactics for both ground and air players. Added missing weapon, equipment, and vehicle haptic feedback for the F/A-81F Super Spectre and F-74A Seacat. Firing Main Battle Tank or Infantry Fighting Vehicle weapons now resets the passive regeneration delay and will reapply the 12-second delay before passive regeneration can start. Health regeneration for Main Battle Tank and Infantry Fighting Vehicle has been nerfed slightly. Time from critical to full health now takes 8 seconds for both MBT and IFV, up from 6.66 and 7 seconds, respectively. Heavy Rotary Machine Gun projectiles penetrating helicopter glass now deal 0.3x damage to soldiers, reduced from 0.8x. Increased maximum dispersion from 0.4 to 0.5 for the Coaxial .50 Cal Heavy Machine Gun and RWS .50 Cal Heavy Machine Gun Light Rockets now require 7 (up from 4) hits against Scout Helicopters, 9 (up from 5) against Attack Helicopters, and 15 (up from 11) against Transport Helicopters. Soldiers’ feet no longer clip through the floorboard while seated in the Glider 96. Tank rear hits within 86-94 degrees now deal 2.5x damage, while turret and hull hits above 50 degrees deal side-hit damage. RWS .50 Cal Heavy Machine Gun Increased penetration damage. Increased projectile lifetime from 1.5 to 4 seconds. Increased rate of fire from 400 to 450 rounds per minute. Reduced projectile drag from 0.0035 to 0.002. Mobile Anti-Air Adjusted projectile lifetime across all ammunition types, resulting in a maximum range of approximately 800m, slightly increased from before. Corrected an issue where muzzle flashes could appear larger than intended in first-person when using certain ammunition types. Increased base turret rotation speed by 50%. Increased magnification when using first-person zoom in Mobile Anti-Air vehicles. Reduced projectile drag from 0.0025 to 0.0015 across all Mobile Anti-Air ammunition types. 35mm High Velocity Anti-Air Ammunition Damage adjustments Damage vs. Infantry now 25, up from 13 Damage vs. Helicopters now 45, up from 26 Damage vs. Jets now 62.5, up from 32.5 Damage vs. ATP/Patrol Boat now 7.5, up from 4.55 Damage vs. Armored Vehicle now 5, up from 4.55 Damage vs. Light Vehicle now 31.25, up from 16.25 Damage vs. Quad/Motorcycle now 125, up from 33.8 Changed dispersion from 0.25-0.85 to 0.5. Increased heat generation per shot from 3.6% to 13%. Increased heat recovery from 0.5 to 0.833 heat per second. Increased projectile lifetime from 1.2 to 1.24 seconds. Increased projectile velocity from 1,175 m/s to 1,250 m/s. Reduced convergence distance from 300m to 90m. Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds. Multi-Purpose AA Shell Damage adjustments Damage vs. Infantry now 34, up from 13 Damage vs. Helicopters now 61.2, down from 65 Damage vs. Jets now 85, up from 65 Damage vs. ATP/Patrol Boat now 10.2, up from 7.8 Damage vs. Armored Vehicle now 6.8, down from 7.8 Damage vs. Light Vehicle now 42.5, up from 16.25 Damage vs. Quad/Motorcycle now 170, up from 33.8 General Purpose Anti-Air Ammunition no longer fires in burst mode. Increased projectile velocity from 850 m/s to 1,175 m/s. Reduced convergence distance from 300m to 115m. Reduced dispersion from 0.7 to 0.4. Reduced projectile lifetime from 1.6 to 1.32 seconds. Anti-Armor AA Shell Damage adjustments Damage vs. Infantry now 50, up from 20 Damage vs. Helicopters now 90, down from 100 Damage vs. Jets now 125, up from 100 Damage vs. ATP/Patrol Boat now 15, up from 12 Damage vs. Armored Vehicle now 10, down from 12 Damage vs. Light Vehicle now 62.5, up from 25 Damage vs. Quad/Motorcycle now 250, up from 52 Increased projectile velocity from 560 m/s to 900 m/s. Increased rate of fire from 240 to 480 rounds per minute. Reduced convergence distance from 300m to 150m. Reduced dispersion from 0.6 to 0.3 degrees. Reduced magazine capacity from 8 to 4 rounds. Reduced projectile lifetime from 2 to 1.73 seconds. Reduced reload time from 2.4 to 1.2 seconds. GDF-009 Cannon Damage adjustments Damage vs. Infantry now 34, up from 30-22 Damage vs. Helicopters now 61.2, down from 110 Damage vs. Jets now 85, down from 110 Damage vs. ATP/Patrol Boat now 10.2, down from 13.2 Damage vs. Armored Vehicle now 6.8, down from 13.2 Damage vs. Light Vehicle now 42.5, up from 27.5 Damage vs. Quad/Motorcycle now 170, up from 57.2 Changed dispersion from 0.25-0.85 to 0.4 degrees. Increased heat generation per shot from 4.2% to 8.4%. Increased heat recovery from 0.5 to 1 overheat heat reduction per second. Increased projectile lifetime from 1.2 to 1.32 seconds. Increased rate of fire from 720 to 1,100 rounds per minute. Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds. GADGETS: Air-Defense Launchers now appear in the correct position inside Armored Transports. Demolition Charges now deal the intended blast damage. Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator. The LTLM II Laser designation duration has been reduced from 9 to 2 seconds. The SLM-93A Spire Air-Defense Launcher can no longer be fired without aiming down sights. PTKM-1R Acoustic Sensor AV Mine The mine no longer activates against neutral vehicles. The mine now target transport ground vehicles, with a small amount of dispersion. Dev note: We’re making this change to allow drivers a better opportunity to avoid the projectile once its mine has been triggered. The mine now arms correctly after the 3-second intended delay following deployment. M15 Anti-Vehicle Mines Mines can now be deployed while prone and looking down. Mines no longer appear to float above terrain. Mines now trigger on transport vehicles only through direct wheel contact, while retaining proximity and speed-based activation against armoured vehicles. The mine placement preview is now visible when looking forward. Field Dummy No.25 Sniper Decoy The decoy no longer produces blood effects when damaged. The decoy now deploys correctly and no longer falls through terrain or static objects. The decoy now displays its 2D and 3D Spot icons correctly. WEAPONS: SVDM Recoil Direction on the SVDM changed from 4° to 20° Recoil Decrease Time Exponent on the SVDM and M39EMR increased from 0.75 to 1.1 Dev note: While overall DMR balance is in a good place, the SVDM and M39EMR were a bit more controllable than desired when fired at their max RPMs for prolonged periods. These changes negligibly affect intended methodical use, but will be more noticeable over rapid, sustained fire. We do not want to gut these weapon's effectiveness in any mode, but we do want to ensure they are being used precisely as their weapon archetype infers. Reduced recoil compensation for gamepad input from 11% to 5%. The Canted Iron Sight no longer clips into the NFX 8.00X optic on the GRT-CPS. The Match Trigger now functions correctly on the SG 553R in semi-automatic fire mode. The SU-230 LPVO no longer incorrectly reduces visual recoil on the following weapons: M433, GRT-BC, M123K, M250, M121A2, M417A2. Updated several melee quick attacks to prevent bullpup rifles from obscuring visibility. Updated the M87A1 pose animations when using the Folded Stubby Grip to prevent the soldier’s fingers from intersecting with the grip. PROGRESSION: Added a Season 4 catch-up challenge for the BROD 3. Added a Season 4 catch-up challenge for the Interdictor. Added a Season 4 catch-up challenge for the VSSM. UI & HUD: “Passive” and “Trait” icons now display correctly for all classes. Adjusted objective camera positioning in Multiplayer Spectator Mode. Bomb objectives can no longer be pinged through the CommoRose in Obliteration and Tactical Obliteration. Bomb objectives remain highlighted as priority objectives, improving CommoRose readability and selection. Button prompts no longer appear incorrectly while spectating in first-person. Certain “Season 4 Hardware Challenge” reward icons now display correctly during gameplay. Chat text now displays clearly instead of appearing blurred. Class sub-tabs now remain visible on the Deploy Screen. Closing an open dropdown with the “Back” button no longer exits the main screen. Disconnected players are now identified correctly in the “World Log”. Disconnected players are now identified correctly in the squad list. Dog Tag notifications now appear correctly after performing a melee takedown. Improved character texture loading across Loadouts and the Battle Pass. Improved third-person Spectator Mode camera transitions so the camera reaches its target position and rotation more quickly. Muzzle attachment lines now align correctly with suppressors on the PW5A3 when customizing. Pressing Esc now closes the “Quit Game” prompt on PC. Pressing Esc to close badge or statistics pop-ups now returns players to the correct screen instead of backing out to the Profile. Selecting a Class Badge in Loadouts now opens the correct Challenges category. Spectator Mode now remembers the last-used camera view when switching between players. Spectators can now view the scoreboard and End of Round data correctly. Store tiles now display the correct background images. Taclight Aimed now appears correctly aligned in its thumbnail when equipped as a left accessory. The “Full XP” tag no longer appears incorrectly when playing in certain languages. The “Inbox” button no longer overlaps the “Invite a Friend” button while in a party. The “Last Game Played” tile now refreshes more quickly when returning to the main menu. The “Mark All Seen” confirmation no longer appears after selecting “Never Show This Message Again”. The 1P86 LPVO, MGO 3.50X, and QMK 3.00X scopes now appear correctly on the NVO-228E. The attachment indicator now aligns correctly when customising the KORD with the Compensated Brake. The attachment indicator now aligns correctly when customising the M87A1 with the Compensator. The Canted Iron Sight now appears in the correct order when customizing the GRT-CPS. The controller prompt for switching between squad members now appears correctly. The correct mouse input prompt now appears when panning the camera on PC. The CQB Suppressor attachment line now aligns correctly with its model on the LMR27 when customizing. The Deploy Screen HUD no longer appears while spectating a player selected from the scoreboard through the Big Map. The F-74A Seacat cockpit HUD now displays the correct abbreviated text for Sweep Stance. The Interdictor iron sight thumbnails now display correctly. The Interdictor weapon icon now displays its iron sights correctly. The Killcard now appears correctly after the player is killed. The lock-on alert shown to vehicle drivers no longer remains stuck on the last-used gadget. The minimap no longer turns black when switching between first-person and third-person views. The Patrol Boat 30mm Cannon now displays the correct description. The Patrol Boat IR Smoke Shell now displays the correct name in the customisation screen. The Ranked penalty timer no longer appears incorrectly on AFK notification pop-ups in standard Multiplayer. The Recon soldier now appears correctly framed during the pre-match briefing. The screen no longer flashes black when another spectator switches to the same player. The supply pouch description now correctly states that it provides full health regeneration and partial ammunition replenishment. The transition animation between the “Mission Briefing” and “Squad Intro” now plays correctly in the pre-round lobby. The weapon customisation UI no longer appears briefly during the helicopter insertion sequence. The weapon HUD is now positioned correctly in the Firing Range. Toggling “Show Spectator Interface” in Options no longer causes the spectator UI to become unresponsive. Updated the Adjustable Magnification attachment text for 6.00x-10.00x optics when customizing to improve the readability. Updated the description of the VSSM “10 RND Mag” to more accurately reflect its effects. Updated the F-74A Seacat thumbnail to provide a clearer vehicle preview. Updated the Laser Light Module Mk3 thumbnail to improve its alignment across weapon thumbnails. Updated the UI prompts and notification flow shown during match reconnection. Weapon attachment changes now appear correctly on the HUD Loadout widget. Weapon attachments are now accurately reflected on the soldier Loadout widget in the HUD. Black screens after a match ends should now be less frequent. SETTINGS: Corrected a typo in the “ADS Dispersion Crosshair Opacity” option. Removed a hidden controller analogue stick deadzone buffer, allowing players to set a true 0 analogue stick deadzone. The “Controller Blueprint” screen no longer becomes blank after repeated input. Updated the “Infantry Sprint” option text for improved clarity and consistency. PORTAL: A temporary white flash no longer appears when loading into a Custom Lobby. Added “GameEventNotification” functions, allowing creators to display UI notifications containing text, icons, and objective markers. Added “GetAll” functions for most object types, including “GetAllPlayers”. The “AllPlayers”, “AllVehicles”, “AllCapturePoints”, and “AllObjectsOfType” functions are now deprecated. Added five Season 4 Battle Pass weapons: EF88 Assault Rifle, BROD 3 Carbine, VSSM DMR, Interdictor Sniper Rifle, and Hadal NV-08 Knife. Added isolated aircraft carrier variants to the provided Tsuru Reef level. Added the “FadeIn” and “FadeOut” actions, allowing creators to control screen fade transitions in Portal experiences. Crashed Carrier has been added as a Custom Experience map, featuring the area of Fort Lyndon surrounding the USS Grant. Conquest objective icons now display the correct colours in Portal Custom Lobby Spectator Mode. “CustomRush v4” has been added to the SDK. Disconnected hosts are now identified with a clear status tag on the Custom Lobby screen. DryLake has been added for Verified Portal Modes. Host exit prompts in Portal Lobbies now display the correct warning when leaving would terminate the lobby. Hosted Portal experiences now display the correct server information in the Pause menu. Improved the menu flow when setting up multi-team Custom Lobbies. Improved the Obliteration example level by adding team switching and a Combat Area. Improved the performance of array functions in “modlib”. Improved water raycast accuracy. Lobby participants now receive a notification when the host leaves a Custom Lobby. Mount Whitney has been added as a Custom Map. Newly assigned hosts can now ban players after a host migration without receiving a “Ban Failed” error. Paradise has been added for Verified Portal Modes. Player action pop-ups now align correctly when playing at a 4:3 aspect ratio. Player names no longer appear twice in the Spectator list after those players are moved to a squad following a match. Player names no longer clip within the “Player Action” menu in Custom Portal Lobbies. Players no longer disappear from a Custom Portal Lobby player list when moving from Spectator Mode to a squad with three members. Players now receive the correct error message when entering an incorrect password while joining a password-protected Portal lobby through a party. Portal creators can now open the exterior, hangar, elevator, and selected interior doors on each aircraft carrier in Tsuru Reef Custom Experiences. Team and faction assignments now remain correct when transitioning from a Custom Lobby into gameplay. Team names and icons now display correctly for secondary team slots in Custom Experience lobbies. Team player counts now update immediately after a player is removed from a Custom Lobby. The “AddUIIcon” function now displays icons correctly. The AFK timer now functions correctly on Siege of Cairo, Railway to Golmud, Tsuru Reef & Portal Ocean. The “Community Experience” text no longer overlaps faction names on Conquest loading screens. The “Global View” overview screen now displays correctly while hosting Battle Royale Custom Lobbies. The “No Host” error no longer appears incorrectly when the lobby host is assigned to a team. The “OnPlayerEnteredWater” and “OnPlayerExitedWater” rules now trigger only when intended. The AFK timer now functions correctly across multiple maps. The chat window now remains visible and usable on the Custom Lobby join code screen. The Deploy Screen customisation menu no longer overlaps the lobby UI in Custom Experiences. The host name header now remains visible when transitioning between consecutive Custom Lobby matches. The host’s name now remains visible on the post-match lobby screen when the host leaves during gameplay. The maximum values for “SetWaterBeaufortScale” and “SetWaterWaveAmplitude” are now capped at 12 and 1, respectively. The USS Grant Carrier point-of-interest map has been added to Portal. Updated the “Water” example level in the SDK. Updated the help text and behaviour of the “OnPlayerEarnedKill” and “OnPlayerDied” events to clarify how self-inflicted deaths are handled. AUDIO: Adjusted vehicle radio volume balancing for greater consistency with other vehicle audio. Commander voice-over now plays consistently when a capture point unlocks on Tsuru Reef. Controller audio now plays at a consistent volume across PC and PlayStation 5. Controller sound effects no longer play louder on PlayStation 5 than on PC. Distant weapon fire now has improved environmental tails in desert areas. Downed players now hear the “Confirm Revive” voice line when pinged by another player. Gasping voice-over no longer triggers when moving the camera through water while inside a Light Transport Boat. Grenades no longer play an explosion sound when bouncing off a soldier. Jammer audio indicators now play correctly while underwater. Jet afterburner audio no longer repeats when the afterburner control is pressed rapidly. Map theme music now stops correctly when leaving the pre-game lobby and returning to the menus. Out-of-bounds audio now plays correctly on Mirak Valley. Repeated reload inputs no longer cause delayed or incorrect reload audio after emptying a magazine. Repeated reload inputs no longer cause delayed or incorrect reload audio after emptying a magazine. Footstep Audio Improvements Dev note: With 2.1.1.0, we're making several changes to the footstep audio, especially on enemies that are aimed at cases where enemies are less audible than expected through obstruction, especially in cases of tunnel intersections or corners. These changes bring up enemy footsteps in many situations, but we know that also includes some situations where that can add more confusion. The changes so far feel like a good step towards a better balance and compromise between the many edge cases and varying player expectations of how audible footsteps should be in our testing and reports. We continue to welcome your feedback, which will help to better balance and expand on the prioritization tech. Enemy footstep audio now uses an improved priority system to better distinguish relevant nearby threats from less relevant enemies. Footstep obstruction processing has been adjusted for more natural audio behaviour through the environment. Footstep spatialisation and distance processing have been improved so footsteps sound more accurately positioned within the surrounding environment. Friendly and enemy footsteps are now easier to distinguish from one another. Reduced the effect of obstruction on footstep volume, making enemy footsteps easier to hear when partially obstructed. AI: Bots no longer drown inside vehicles while driving through shallow water. Bots no longer enter vehicles while retreating from enemy-controlled objectives. Bots now reload their gadgets more reliably. SINGLE PLAYER: Campaign can now be launched from the EA app while downloadable content is still downloading. REDSEC PLAYER: Dev note: A common point of player feedback over the past year of REDSEC has been that armor replating could at times feel a bit too slow or punishing. Considering this feedback as well as the introduction of the faster-paced Rapid Royale, we wanted to increase the speed at which players replate their armor across REDSEC, and subsequently scale back the effectiveness of the armor replating field training to keep things balanced appropriately. Armor Plate application is now 20% faster by default in Battle Royale and Rapid Royale, with an additional 12% increase when using the Quick Plating Engineer Perk. Battle Royale matchmaking now closes during the final 10 seconds of the pre-round lobby, preventing players from joining too late and missing the insertion window. Battle Royale players at Field Training Level 1 or higher now redeploy with the EF88, PP-19, M121 A2, or Mini Scout, for Assault, Engineer, Support, and Recon respectively. Players can now pick up the “Phantom Program Fragment” while carrying a vehicle keycard. Players no longer become stuck when a teammate leaves the match while waiting for their Second Chance redeploy. Class Training Paths and Gadgets have been rebalanced for Season 5. Dev note: This was a calculated decision to focus on one strong, identifiable field training for each class, rather than split a class's effectiveness and identity among multiple paths. Parts of these training paths now live on in the existing paths below. Hazmat Breacher and Drone Operator training paths have been removed from Assault and Recon, respectively Existing Field Training Changes Assault: Gadget 1: Assault Ladder Gadget 2: High Explosive Grenade Launcher Level 1: Reduced movement speed penalty when firing while moving. Level 2: Passive health regeneration triggers 50% faster and provides a 50% improvement on healing. Revive sickness recovery time is reduced by 50%. Level 3: High Explosive Launcher explosions generate 3 fused submunitions. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev note: Assault class has been a popular pick for the latter half of REDSEC’s first year, primarily due to the amount of explosives it could output with its M320 HE gadget and the previous Level 2 training which increased grenade capacity. While this enabled generous destruction of cover and structures, it more often than not was primarily used to spam explosives directly at enemy players, resulting in a frustrating experience on the receiving end. These changes rein in the amount of explosives the class has access to at one time, and shift the focus of the class back onto gunfighting and breaching, with improved mobility and exceptional health regeneration ensuring Assault is the ultimate entry fragger. Engineer: Gadget 1: Repair Tool Gadget 2: Aim-Guided Launcher Level 1: Resistance to explosive damage is increased by 33%. Level 2: Armor replating is 33% faster. Level 3: Aim-Guided Launcher hits immobilized vehicles for 5s. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev note: Engineer class was initially a popular class for REDSEC players, but this appeal quickly wore off as players discovered alternate ways of dealing with vehicles or felt underwhelmed by the class when there were no vehicular threats to tackle. The new Engineer training path shifts its emphasis towards making the class itself more tanky while still retaining effectiveness versus any vehicles that may appear. Faster armor replating and explosion resistance ensure survival in almost any situation, including those where getting up close with class-proficient SMGs is required to win that crucial 1v1 while defending your tank. The M136 AT will now also be aim-guided at round-start, assisting in the destruction of early-game threats like helicopters and ATPs to protect your squad, while the Repair Tool will continue to support friendly vehicles and open lootable safes. Support: Gadget 1: Supply Pouch Gadget 2: Deployable Cover Level 1: Improved weapon control when shooting from mounted positions. Level 2: Drag downed soldiers 20% faster and revive them 2.5s quicker. Sprint 10% faster when under heavy fire. Level 3: Reviving a teammate applies an armor plate to them. Placing Deployable Cover spawns a lootable armor plate. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev note: Seeing the most change overall, feedback about the Supply Crate being too lethargic to use and the Smoke Launcher feeling outclassed by Smoke Grenades has been heard. Supply Pouches can now be used to heal and supply yourself or squadmates while on the run from the ring, or tossed mid-firefight as your squadmate holds out against advancing foes. The Deployable Cover can be used for impromptu protection for you and your squad while traversing between POIs or to fortify a destroyed building. The field training of Support reinforces the synergy of drag revives and the deployable cover, improving the prior's effectiveness and distributing armor plates with the latter. Between healing, reviving, ammunition, and armor, Support will be the true backbone of a squad. Recon: Gadget 1: Motion Sensor Gadget 2: Handheld Jammer Level 1: Inflicting damage on enemies spots them, marking their position in-world and on the minimap. Level 2: Downing an enemy spots others within a 25m radius for 5s. Level 3: Handheld Jammer can disrupt Redeploy Points and Mobile Redeploys within its radius. Enemies who activated the redeploy device are revealed. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev Note: The Recon class has consistently topped class pick rates throughout REDSEC’s lifespan thanks to its powerful intelligence gathering tools and training. The Recon Drone in particular became a borderline oppressive gadget that provided an unparalleled spotting ability at any range with near-zero risk, often ruining careful enemy rotations with a glance or feeling required to use before making a rotation yourself. For Season 5, the Recon class is now committed to localized intel gathering and intel sabotage in Battle Royale, trading the spotting abilities of the Drone for the disruptive capabilities of the Mobile Jammer, providing a direct counter to enemy Motion Sensors and redeploys. In combination with field training that gathers intel and denies enemy redeployments, the Recon will dominate the technology and information landscape of the Battlefield. STRIKE PACKAGES: Smoke Generator and UAV Strike Packages now appear less frequently as Battle Royale loot, while Airstrikes appear slightly more frequently. GADGETS: Breaching Projectile Launcher can spawn as loot in Assault class crates. Deployable Cover can no longer appear as loot. Hardware Suppression System can now appear as loot. Recon Drone can now appear as loot in police vans. Smoke Grenade Launcher can now appear as loot in police vans. Supply Bag can now appear as loot in ambulances. Defibrillators have a small chance to appear as loot in ambulances and Support class crates. Supply Pouch now supplies the following quantities of ammo per use: 10 Rounds Shotgun 5 Rounds Sniper/DMR 50 Rounds LMG 60 Rounds AR/Carbine 60 Rounds Pistol/SMG WEAPONS: The SCW-10 now starts with a 15-round magazine when looted at lower rarities. The SVDM can no longer upgrade to or be found as loot with a 20-round magazine. Ammunition capacity for Sniper Rifles and DMRs has been reduced from 70 to 60 rounds. Ammunition Balance against Armor .300BLK Carbines (SOR-300SC) now take one more bullet to kill vs armor within 31m. 10mm SMGs (SCW-10) now take one more bullet to kill vs armor between 9m and 85m. 5.45x39mm Assault Rifles (KORD 6p67) now take an additional bullet to kill vs armor past 46m. 5.45x39mm LMGs (RPK-74M) now take an additional bullet to kill vs armor past 46m. 5.56x45mm Assault Rifles (SOR-556 Mk2, L85A3, B36A4, VCR-2, M433, EF88) now take an additional bullet to kill vs armor past 46m. 5.56x45mm LMGs (KTS100 Mk8, M123k, L110) now take an additional bullet to kill vs armor past 46m. 7.62mm DMRs (M39 EMR, SVDM) now take an additional bullet to kill vs armor past 21m and no longer deal bonus headshot damage to downed enemies. 7.62x39mm Assault Rifles (NVO-228E) now take one more bullet to kill vs armor within 31m. 7.62x39mm Carbines (SG 553R) now take one more bullet to kill vs armor within 31m. 9mm SMGs (KV9, SGX, PW5A3, CZ3A1, PP-19, SL9) now take one more bullet to kill vs armor between 9m and 85m. Dev note: As part of a general pass on the gunplay in REDSEC, it was important for us to ensure weapons are not overstepping their intended weapon archetypes. Particular weapons like the SG 553R, SCW-10, and KTS100 Mk8 have been at the forefront of highlighting this issue, and heavy-handed, targeted nerfs on these weapons (while potentially cathartic) would inevitably lead to similar weapons like the NVO-228E, KV9, and RPK-74M immediately filling their respective voids. Instead, these damage changes focus on ensuring weapons of a similar type are functioning as desired within their intended engagement ranges, but are less effective outside of those ranges. We will also have additional changes planned in future updates that will target other aspects of particular overperforming weapons. MAP: Combat area outlines now display correctly on the map and minimap. Corrected a lighting issue that could cause the screen to become overly bright and unplayable on multiple maps but especially on Fort Lyndon. Drowning visual effects no longer appear overly red or bright on Fort Lyndon. UI & HUD: Abandoning a mission now displays only the appropriate abandonment message instead of also displaying a mission failed message. Battle Pickup loot cards now use the correct visual for each pickup type. Explosives deployed before a player was eliminated no longer display a pickup prompt after that player redeploys. Incoming armour hit indicators now display correctly. New notifications now distinguish when a squad has been wiped and when it has been fully eliminated in Royale modes. The “Phantom Program” mission widget no longer plays its refresh animation during the final mission. The “Season 4 Diamond Vehicle Decal” reward now appears in the intended “Ranked” cosmetic tab. The Battle Royale Victory Cinematic now fades out correctly. Updated the teams-remaining messaging in Battle Royale to hide the player count once fewer than 11 players remain. AUDIO: Soldier coughing voice-over no longer continues after leaving gas-affected areas or redeploying. The incorrect Polish-language Handler voice-over no longer plays during Battle Royale insertion. COMPETITIVE: Ranked Battle Royale leaderboards no longer display duplicate entries when opened directly from the End of Season standings screen. Total Ranked Point values now display correctly in the End of Round summary after switching tabs. 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. *Conditions & restrictions apply. See battlefield.com/disclaimers for details. Trial period may vary based on platform, see retailer for details.374Views2likes16CommentsApex Legends: Latest Update - 15/10/2026
📋TESTING: Following early data showing promising impacts to queue times and tighter match skill-widths (for this test), we will be expanding this test to Wildcard matchmaking as well. This text expansion will be live at 10am PT, on October 16th and will impact players on all platforms in US-West.8Views0likes0CommentsThe Mandalorian and Grogu Mini-Era
Hello Holotable Heroes! This Era will be a specialized single-episode "Mini-Era" centered on the highly anticipated release of Galactic Legend The Mandalorian and Grogu! Unlike our standard 12-week, three-episode Eras, this one will run on a condensed timetable of a single episode specifically designed to highlight the Galactic Legend release. The Galactic Legend is not an Era unit, but the two marquees supporting the release are. With it being a shorter Era, the Loaned Units are tailored specifically for this condensed window to ensure smooth progression. The Era following this one will go back to our normal 12-week schedule. Our next featured raid, Droid Destruction, will also land towards the end of this Mini-Era! Economy Details There will be 2 Marquee units released during this Mini-Era at the normal two-week interval. Adelphi Ranger Mercenary Guard Droid (B1) Since you usually have 12 weeks to get your characters up to max level but for The Mandalorian & Grogu Mini-Era you only have 4 weeks, we want you to be able to still get your marquees to max level in the shorter amount of time. For this era, the max character level is 75. That means that you will be able to get to the gear or relic tier you want at a much lower character level than in previous eras! Era Level Rarity Required Unit Level Gear Tier Gear Pieces Relic Level Active Ability Level Passive Ability Level 0 - 1 1 0 0 1 1 1 3* 2 1 0 0 1 1 2 3* 2 1 2 0 1 1 3 3* 3 1 2 0 1 1 4 3* 4 1 2 0 1 1 5 3* 4 1 4 0 1 1 6 3* 5 1 4 0 1 1 7 3* 5 2 0 0 1 1 8 3* 7 2 0 0 1 1 9 3* 7 2 2 0 1 1 10 3* 7 2 2 0 2 1 11 3* 8 2 2 0 2 1 12 3* 8 2 4 0 2 1 13 3* 9 2 4 0 2 1 14 3* 10 2 4 0 2 1 15 3* 10 2 4 0 2 2 16 3* 10 3 0 0 2 2 17 3* 11 3 0 0 2 2 18 3* 11 3 2 0 2 2 19 3* 12 3 2 0 2 2 20 3* 13 3 2 0 2 2 21 3* 13 3 4 0 2 2 22 3* 14 3 4 0 2 2 23 3* 14 4 0 0 2 2 24 3* 15 4 0 0 2 2 25 3* 15 4 0 0 3 2 26 3* 17 4 0 0 3 2 27 3* 17 4 2 0 3 2 28 3* 19 4 2 0 3 2 29 3* 19 4 4 0 3 2 30 3* 21 4 4 0 3 2 31 3* 23 4 4 0 3 2 32 3* 23 5 0 0 3 2 33 3* 25 5 0 0 3 2 34 3* 25 5 2 0 3 2 35 3* 25 5 2 0 3 3 36 3* 27 5 2 0 3 3 37 3* 29 5 2 0 3 3 38 3* 29 5 4 0 3 3 39 3* 31 5 4 0 3 3 40 3* 31 6 0 0 3 3 41 3* 35 6 0 0 3 3 42 3* 37 6 2 0 3 3 43 3* 39 6 4 0 4 3 44 3* 41 7 0 0 4 4 45 3* 45 7 2 0 4 4 46 3* 49 7 4 0 4 4 47 3* 53 8 0 0 5 4 48 3* 57 8 2 0 5 4 49 3* 61 8 3 0 5 5 50 3* 65 8 5 0 5 5 51 3* 69 9 1 0 6 5 52 3* 75 9 2 0 6 6 53 3* 85 10 3 0 7 6 54 3* 85 11 1 0 7 7 55 3* 85 12 0 0 7 7 56 4* 85 12 1 0 7 7 57 4* 85 12 1 0 7 7 58 4* 85 12 2 0 7 7 59 4* 85 12 2 0 7 7 60 4* 85 12 3 0 7 7 61 4* 85 12 3 0 7 7 62 4* 85 12 4 0 7 7 63 4* 85 12 4 0 7 7 64 4* 85 12 5 0 7 7 65 4* 85 13 0 0 7 7 66 5* 85 13 0 1 7 7 67 5* 85 13 0 1 7 7 68 5* 85 13 0 2 7 7 69 5* 85 13 0 2 7 7 70 5* 85 13 0 3 7 7 71 5* 85 13 0 4 7 7 72 6* 85 13 0 5 8 8 73 7* 85 13 0 6 8 8 74 7* 85 13 0 7 8 8 75 7* 85 13 0 8 8 8 The only changes for leveling up your characters are that Mk VII and Mk VIII materials will be required for era unit levels 66-75. Note that the End-of-Era Conversion table in game will be incorrect as it still links to 135 possible levels. The max tier of the Coliseum Boss will be Tier 8. Additional Era Currency has been added to Tiers 7 & 8 of the Coliseum Bosses (this era only). The ‘Loaned Unit Era Level Increase Calendar’ will be shortened to account for the shorter era. This calendar will be 26 days and give a total of 54 loaned unit era level increases. Adelphi Ranger and Mercenary Guard Droid (B1) are required at Era Level 74 (Relic 7 once the Mini-Era concludes) to unlock Galactic Legend The Mandalorian and Grogu. At the launch of the Galactic Legend event, you’ll notice a timer on the event to end an hour before the Mini-Era ends. Like previous Galactic Legend events, this event is permanently available and the timer represents a temporary brief pause in its availability around the end of the Mini-Era. The timer ends the requirement of the two new marquees requiring Era Level 74 and the event rewarding the bespoke Datacron for the GL. Approximately 3 hours after the Mini-Era ends, we will push a release to permanently re-enable the GL event requiring the two marquees at Relic 7 and no longer rewarding the bespoke Datacron. Loaned Units: Aurra Sing C-3PO Cad Bane Carson Teva Chopper Colonel Ward Embo Embo & Keibu Fennec Shand R5-D432KViews4likes154CommentsBattlefield 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_SledgeHammer1.4KViews3likes34CommentsLimited-Time Additive Drops!
Hello Holotable Heroes, To help everyone prepare for the upcoming Droid Destruction Raid, we’re rolling out a MEATY Additive Drops event! These drops will be added across Energy, Cantina Energy, Mod Energy, and Ship Energy with one character per type in each wave. Event Schedule Mark your calendars: Wave 1: 10/16 – 10/18 Wave 2: 10/20 – 10/22 Wave 3: 10/23 – 10/25 Wave 4: 10/27 – 10/29 Wave 5: 10/30 – 11/01 Wave 6: 11/03 - 11/05 Wave 7: 11/06 - 11/08 Maxed Unit Rewards Already have a unit at 7-stars? You’ll earn high level gear and relic materials instead: If 7 Star… …Get 4-LOM Mk 7 Kyrotech Zuckuss Mk 9 Kyrotech Stormtrooper Luke / Yoda & Chewie / Cinta Kaz / Captain Carson Teva Flawed Signal Data IG-90 / Darth Vader (Duel's End) / Dedra Meero / R5-D4 Zinbiddle Asajj Ventress (Dark Disciple) / Kleya Marki / Major Partagaz / Colonel Ward Impulse Detector Inquisitor Barriss / Vel Sartha / KX Security Droid / Zeb Orrelios (New Republic Pilot) Aeromagnifier Grogu & Anzellans Impulse Detector Snowtrooper Commander Aeromagnifier Mara Jade Skywalker Zeta Yoda (Dark Side Vision) Omicron Starkiller (Luke Concept) Gyrda Keypad Stormtrooper (Concept) Droid Brain Jaxxon Corrupted Signal The Ronin Coaxial Other News: We saw a lot of questions regarding raid requirements, and we want to clarify that the initial tier will only require units to be at 4 stars.28KViews74likes56Comments[BFComms] Battlefield 6 Free Trial on Steam
We are tracking reports that players on Steam are currently unable to access the full Battlefield 6 Free Trial. Our teams are actively investigating the issue to get everyone into the action as quickly as possible. We will share further updates as soon as more information is confirmed. Thanks for your patience while we work through this.9Views0likes0CommentsApex Legends: Matchmaking Test Update
Edit - 15/10/26: 📋TESTING: Following early data showing promising impacts to queue times and tighter match skill-widths, we will be expanding this test to Wildcard matchmaking as well. This test expansion will be live at 10am PT, on October 16th and will impact players on all platforms in US-West. 📋TESTING: We have activated a matchmaking test that increases maximum queue times for Plat+ players on all platforms, in all regions. The queue time increase scales with Rank tier, and Masters players could expect a maximum extension of approximately 30 seconds. This test is in pursuit of tighter skill bands in high skill matches and less spill over of high rank players into mid-rank matches, as the matchmaker spends more time prioritizing the tightest possible lobbies before expanding its search. This test will run until the end of the season, or until we have enough data. Please continue to give feedback on if you are experiencing tighter matchmaking.77Views0likes1CommentWelcome Realistic Video Contest
Time to fire up the ol' VX1000 and get to filmin' on our second realistic video contest - this time in partnership with Welcome! The Welcome crew has donated some IRL decks, we've got some Year 6 decks - and you have the footage. From Oct 13, 2026 12:01AM PT to Oct 19, 2026 11:59 PT, we're running our Welcome Realistic Video Contest. We'll take the top 15, whittle that list down to the 5 winners, and send all 5 winners a deck combo! 1x Welcome Deck + 1 Year 6 Deck So, what's the reqs? Technical Requirements Minimum of 720p resolution (1080p and higher is preferred) Between 15-30 seconds The title of your video must include the phrase “skate. Welcome Realistic Video Contest” Content Requirements No personal watermarks Must be video hosting link like YouTube, Medal.TV. No GDrive links. No YT Shorts. May consist of one clip or multiple clips cut together Disable in-game music/no third-party music Must focus on realistic gameplay - no glitches; no crazy air. Realistic gameplay. No AI; no unauthorized mods/modding tools Welcome cosmetics not required Rules and regulations: https://x.ea.com/4GuMSbriHD6r No purchase necessary; must be 18+.15Views0likes0Comments