Kit Reveal: Cobb Vanth
UNIT NAME: Cobb Vanth ALIGNMENT: Light CATEGORIES: Leader, Attacker, Constable Cobb Vanth, “Mr. Tatooine,” is designed as a Light Side leader who ties Jawas, Tuskens, and a broader Constable squad into a single high-performance team across multiple modes. His omicron diversity allows for an eclectic mix of teams and playstyles. With the emphasis on tracking down “outlaws” the team focuses offensively on taking actions against those that would mean to do harm. Cobb wants to maintain law and order with his Constable associates, but isn’t afraid to call in some temporary help through deputizing some of the local inhabitants. Creating a diverse team of Constables and Jawas or Tuskens (or both) can lead to some explosive outcomes. ------ Basic - Think It Through Deal Physical damage to target enemy and gain Tenacity Up for 1 turn. If the target enemy was Dark Side, they are inflicted with Offense Down and Constable allies gain Offense Up for 1 turn. If the target enemy was Light Side, they are inflicted with Defense Down and Constable allies gain Defense Penetration Up for 1 turn. If the target enemy was Outlaw, dispel all buffs on them and inflict Buff Immunity for 1 turn, which can't be resisted, and dispel all debuffs on all Constable allies. Design Notes: Cobb represents the leader of the Constables and so a lot of his actions are about picking the right targets. Outlaw enemies that represent some of the shadier dealings in the Star Wars universe will be particularly punished by those that represent that right side of the law. Inspiration: The name is referencing Cobb’s warning to the Pyke Syndicate while they were running spice through the area and were ready to attack Cobb Special 1 - Justified (CD=4) Deal Physical damage to all enemies and grant a bonus turn to another random Constable ally. Allies that have been damaged since their last turn gain Retribution for 2 turns, otherwise they gain Alert for 2 turns. Enemies that damaged Constable allies since Cobb's last turn are Ability Blocked for 1 turn, otherwise they are Vulnerable for 1 turn. Design Notes: Since the Constables are meant to represent those on the right side of the law, having an ability that responds to the actions of the enemies felt appropriate. If those enemies didn’t attack us, then we are alerted to their presence, and they become vulnerable. But, if they were railin’ on us then we will be givens them the business. Those actions would be Justified. Special 2 - High Noons (Cooldown = 12) Zeta + Omi Deal Physical damage to target enemy increased by 50% per other active Constable ally. If this attack is the first time this ability has been used against the enemy they lose 50 Speed and are Distracted until the end of encounter, which can't be dispelled or resisted, and can't deal damage to another Constable ally until damaging Cobb. If all allies are Constable, Jawa, or Tusken, they gain buffs until the end of encounter that can't be dispelled or prevented for each unique enemy attacked by this ability: 1+: Defense Up 2+: Speed Up 3+: Execution This ability can't be evaded. Execution: Whenever this character uses a Special ability, instantly defeat the target enemy then remove this buff from all allies While in Territory Battles: Dispel all debuffs on all allies and they gain 10% Max Health (stacking) for the rest of the battle. Constable allies recover 25% Health and Protection and gain 25% Turn Meter. If the target enemy is Outlaw, call all Constable allies to assist. Constable allies take reduced damage from Percent Health damage effects until the end of encounter. Reduce this ability's cooldown by 6. If this ability defeats an enemy, revive all allies. Design Notes: I wanted an ability that would incentivize going after each enemy that is standing in Cobb’s way. If Cobb has success in wrangling more enemies the team is rewarded with a powerful new buff, Execution, that allows the ally to instantly defeat an opponent. The Distracted debuff is the Constable’s way of breaking the enemy’s concentration. Synergy: Wanted to focus on Constables as the law in Star Wars, and the Jawas and Tuskens as the inhabitants of Tatooine that also worked with Cobb. Inspiration: High Noons is a reference to Tatooine and their twin suns and that classical Western duels would take place at “high noon” and the cooldown being 12 to align with that. FAQ: Q: What happens when using this ability against a 4th unique enemy? Answer: Execution would be applied again. Since Defense and Speed Up last until the end of encounter they would not be reapplied since they already would be on the ally, but Execution is removed upon use, so it would be gained when attacking a 4th (or 5th or 6th, etc) new enemy Q: How does Execution work? A: Execution is an instant defeat in buff form. When an ally with Execution uses a Special against an enemy that enemy would be instantly defeated and then the buff is removed from everyone. The same rules for instant defeats that apply in other abilities apply here as well so it can be stopped by can’t be defeated or instant defeat immunity effects and the buff would still be removed after that even if it didn’t defeat an enemy. Unique 1 - The Marshal (Zeta + Omi) Cobb has +10 Speed per active Constable ally. At the start of battle, if there is a Jawa ally, Cobb gains Bounty Hunter's Resolve until the end of encounter. If there is a Tusken ally, Cobb is immune to Damage Over Time. Whenever a Constable ally is damaged by an enemy, that enemy is inflicted with Burning for 1 turn, which can't be resisted, and can't recover Health or Protection while Burning. Jawas and Tuskens gain 25% Turn Meter whenever another Constable ally uses a Special ability. Dark Side enemies have -100% Critical Damage. Dark Side enemies lose 50 Speed for 1 turn whenever they are critically hit by a Constable ally. Light Side enemies have -100% Tenacity. Light Side enemies dispel their buffs whenever they critically hit a Constable ally. Constable allies can ignore Taunt effects to target Outlaw enemies and can't have their Turn Meter reduced by Light Side enemies or cooldowns increased by Dark Side enemies on their respective enemy turns. All Constable allies recover Health and Protection equal to the damage enemies have taken during Cobb's turn. Whenever an enemy starts their turn reduce the cooldown of High Noons by 1 (2 if the enemy is Outlaw). Distracted Outlaw enemies can't assist. While in Territory Wars and there are no Galactic Legend allies: If there are at least 3 Constable allies, Tuskens start the battle with Deputize. Tuskens no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks. If there is a Tusken ally, Stunned enemies can't gain bonus Turn Meter. All Distracted enemies can't assist. At the start of their turn, Constable allies can ignore Taunt effects if they have at least 10 Momentum. Whenever Tusken allies use Deputize, revive Cobb and Tusken allies with 100% Health. Tusken allies are immune to Damage Over Time. Whenever Tusken allies use a Special ability, Cobb gains Protection Up (100%) for 1 turn. Design Note: I wanted to lean into Cobb being the Marshal and an inhabitant of Tatooine. So, the harshness of the planet is represented some by the Burning. And then the Marshal side plays out in how he deals with those that are breaking the “law” of the fight. Dark Side enemies are being chased by Cobb, so being critically hit slows the enemies down. But, Light Side enemies are punished for critically hitting the Constables since they are Light Side and should be working with us not against us, so they lose their benefits. And Outlaws can’t hide, so Constables ignore the taunt effects to get to those enemies. For Territory Wars, I wanted to lean into one of the other factions he worked with in the Tuskens. This can allow for a unique team comp in this mode while allowing for a different comp in other modes. This omicron in particular helps bridge the gap of the Leader abilities from other Tuskens while Cobb is the Leader, so there is familiarity and synergy with some Tusken abilities. This focuses on their power with Momentum. Inspiration: Cobb gaining Bounty Hunter’s Resolve is a nod to his purchase of Boba Fett’s armor from the Jawas. And his immunity to Damage Over Time is a reference to the Tuskens and their adaptability to their environment. And the ability name is his official title. FAQ: Q: Do all the Speed reductions stack? A: The Speed reductions do not stack with themselves but different abilities can stack. So, if a Dark Side enemy were critically hit several times they would only lose 50 Speed. But, the negative Speed from High Noons would apply. Q: What does it mean that Tuskens “no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks”? A: In the Granted Ability, Constable allies consume their Momentum to deal bonus damage. Tuskens no longer consume Momentum this way. However, if the Tusken has other abilities that would consume their Momentum that could still occur at the same time. Leader -They Look to Me to Protect Them (Zeta + Omi) At the start of battle, Constable allies gain 25% Defense, Max Health, and Offense and 25 Speed (tripled if they are Supports). At the start of the encounter, enemy Hutt Cartel, Pirates, Scoundrels, and Smugglers gain the Outlaw tag. Whenever Outlaw enemies gain bonus Turn Meter they can't gain it again for 1 turn. Constable Support allies at the start of battle: Reset the cooldowns of their Special abilities whenever they use a Basic ability on their turn Whenever they use a Special ability, all allies gain 10% Turn Meter and Constable allies gain 5% Max Health (stacking) until the end of encounter Whenever they debuff an enemy, at the end of the turn, they also Expose the enemy, which can’t be resisted, until the end of encounter Whenever they deal damage, deal an additional instance of True damage Chance effects are increased to 100% at their max rank Can't be defeated while Cobb is active and gain Stealth for 2 turns whenever they reach 1% Health Cobb, Jawas, and Tuskens start the encounter with bonus Protection (75%, stacking) for the rest of the encounter per Constable ally. Whenever an ally Jawa or Tusken applies at least 5 buffs to allies (1 if it is Taunt) or inflicts at least 5 debuffs on enemies (1 debuff if that enemy is Outlaw) that ally gains the Granted ability, Deputize. While in Grand Arenas: If there are at least 3 Constable allies, Jawas start the battle with Deputize. Whenever a Thermal Detonator deals damage to an enemy, Constable allies also recover 10% Protection. Whenever any enemy gains bonus Turn Meter they can't gain it again for 1 turn. Whenever Cobb uses a Special ability, Jawa Tanks Taunt and gain 100% Defense for 2 turns. Stealthed enemies have -100% Accuracy. If there is a Jawa ally at the start of battle, allies are immune to Thermal Detonators. Design Notes: The Leader helps define an “Outlaw” for the sake of this team. I wanted to focus on the Constable Supports to make them a major focus of this squad. And then wanted to provide the Granted, Deputize to be a way for Cobb to gain some new temporary allies to deal with Outlaws and other ne’er-do-wells. For Grand Arenas, I wanted to focus more on having Jawas help to fill out the 5v5 squad. Their benefits from the omicron will help lean into their Thermal Detonator prowess even more by giving them immunity to them and some more recovery from them. Inspiration: The name is a reference to his belief in his role as a protector of those who gave him his rank. To Deputize someone is to make them temporary law enforcement and Cobb relies on the others in temporary ways to help him. FAQ: Q: What does it mean by “Constable Support allies at the start of battle”? A: Any character that begins the battle as a Constable Support would acquire these benefits, but if during the battle someone were to become a Constable Support they would not gain these benefits. Q: What does it mean by “chance effects are increased to 100% at their max rank”? A: This means that a character with a chance effect will only have that effect increased to 100% if that ability that has the chance effect is at its max rank. Granted Ability - Deputize (Jawa) Description: Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. Inflict a Thermal Detonator on all enemies for 2 turns. At the start of a Constable ally's turn, if there is an active Jawa ally, inflict a Thermal Detonator on all enemies for 2 turns. Whenever a Thermal Detonator deals damage to an enemy, Constable allies recover 10% Health and gain 100% Offense for 1 turn. Enemies with a Thermal Detonator deal 25% less damage. Limit one use per battle. Granted Ability - Deputize (Tusken) Description: Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. The strongest enemy without Ambushed is Ambushed until the end of encounter, which can't be dispelled, evaded, or resisted. All Constable allies gain 10 Momentum for 3 turns. Whenever a Constable ally is targeted by an enemy and they have at least 10 stacks of Momentum, consume all stacks of Momentum and Stun all attacking enemies for 1 turn, which can't be resisted. Whenever Constable allies use an ability while they have at least 10 stacks of Momentum, deal bonus True damage equal to 25% of the target enemy's Max Health, then consume all stacks of Momentum. Constable allies gain 5 Momentum for 3 turns at the end of their turn if there is an active Tusken ally. Limit one use per battle. Design Notes: The two granted abilities apply and provide benefits to their respective factions. Jawas will lean heavily into Thermal Detonators making them an explosive option for the team. But, Tuskens can also be utilized to carry their Momentum to control the flow of the battle (or particular Tuskens that may be able to provide significant damage through their Momentum). I wanted both factions to feel like they would be represented as members of a Constable team if Cobb were the leader. So, both Jawas and Tuskens should play similarly under Cobb as they would under their respective faction leaders. Inspiration: The inspiration here was mostly centering on Cobb’s interactions with Jawas and Tuskens in the Mandalorian. Even if things may not have started friendly between them, Cobb was able to see the bigger picture and work towards protecting everyone. FAQ: Q: What does it mean to gain the “Constable tag for the rest of the battle?” A: This means upon hitting the Deputize ability, the ally who hit the button will be considered a “Constable” with respect to other abilities that would apply to them, but would not gain any effects that applied at the start of the battle or that encounter.7KViews5likes20CommentsBattlefield 6 - Community Update - Ongoing Quality of Life Improvements
Hey everyone, I’m Florian Le Bihan, Principal Game Designer on Battlefield 6. I’ve been working closely with our gameplay, networking, animation, and audio teams to improve the core combat experience. My focus has been on connecting these systems to deliver encounters that feel consistent, responsive, and exciting every time you step onto the battlefield. With Season 2 underway, I want to take a deeper look at several foundational systems that directly impact the feel of the game. Hit registration, Netcode, Time to Kill, soldier visibility, and audio clarity are tightly connected systems. While we’ve delivered numerous improvements since launch, our work is ongoing. We will continue to analyze, evolve, and enhance the experience based on feedback because the connection between the game and the player sits at the heart of Battlefield. Combat reliability is not driven by a single system, but by how these layers interact with one another. Improving this experience requires careful sequencing. In many cases, stabilizing one system is necessary before adjusting another. Networking behavior affects how Time to Death is perceived. Visibility influences pacing and damage clarity. Animation alignment impacts “shot behind cover” scenarios. Because these systems overlap, changes must be validated carefully to ensure they improve consistency without introducing new issues. This process takes iteration and large-scale testing, which is why Battlefield Labs plays such an important role in our approach. Today, I want to walk you through where we are, what we’ve already improved, and what we’re continuing to refine based on your feedback. In parallel, our broader efforts continue across performance, stability, UI clarity, progression, and other player experience improvements. Hit Registration / Netcode Extreme Measures (Season 2 Phase 1) introduced the first round of networking changes aimed at improving combat reliability. Bullet data is now handled more efficiently, and additional stability updates are planned for our next major update. These refinements continue to be validated through Battlefield Labs to ensure improvements hold up under full live service conditions. Since launch, this topic has been one of the most discussed aspects of Battlefield 6. We’ve seen examples of shots appearing to land but not registering, and situations where players felt they were eliminated after reaching cover. Some of these experiences are influenced by perception - especially when some of our weapons have a particularly fast Time to Kill combined with limited visibility - but technical issues have also contributed. We’ve addressed several of these issues already, and we are continuing to work to stabilize and refine others. With our recent update, we optimized how bullet-related data is being transmitted between client and server. In rare cases, too much information exchanged within a single update could delay damage feedback for either the shooter or the player taking damage. These changes prioritize critical interactions, such as shots landing or damage being applied, so they are processed more reliably and in a more timely manner. Another key area involves how clients remain synchronized with the server, often referred to as Time Nudge. In online shooters, the game client cannot display events at the exact same moment the server processes them due to network latency - information is never transmitted instantaneously between client and server. Instead, it buffers a small amount of incoming data to smooth out network or performance fluctuations. When functioning correctly, this results in fluid movement and stable hit registration. At launch, this system could drift outside safe bounds under unstable network conditions or heavy system load, contributing to desynchronization. We are targeting configuration adjustments to better constrain and stabilize this behavior in the next major update. The goal is to ensure that what you see on screen more closely matches what the server sees, even when performance fluctuates. Internal and Labs testing shows improved alignment, but more player impressions are needed before we consider this resolved. In addition to this, we will look into refining the responsiveness and clarity of both incoming and outgoing damage indicators. When you take damage or land shots, feedback should be immediate and readable across UI, audio, and visual effects. Improvements in this area will continue alongside our networking efforts. We’ve also corrected cases where the soldier health bar updated a few frames after the actual damage occurred and where incoming damage animations lacked clarity, which could have compressed multiple hits into what looked like a single hit. We are also examining how the server validates damage during close encounters. In multiplayer shooters, the server decides whether damage should count, since players are never experiencing the exact same timeline due to latency. In some cases, if the server determines that a player was already eliminated, it may invalidate incoming damage to prevent unintended trade eliminations. This behavior exists to preserve fairness, but it comes with some trade-offs, particularly in fast close-quarters fights where a shot may feel like it should have landed. We are reviewing how these server-side damage rejections behave to ensure the balance between fairness and responsiveness. Lastly, we identified cases where third-person character visuals do not always accurately reflect what is happening in combat. One example involves enemy facing direction, where a character model may appear to be oriented away from you while they are in fact aiming and firing in your direction. We have a fix scheduled for the next update. Separately, we have also observed inconsistencies when transitioning from standing to prone, where a player’s first-person view may suggest safety while their third-person character model remains partially exposed to others. The fix for this behavior is planned for later in the season to better align visual representation with actual gameplay. Time To Kill (TTK) / Gunplay The first phase of Season 2 delivered improvements to recoil consistency and a weapon balance pass to ensure weapon handling feels more predictable and responsive. We’ve heard concerns that Time To Death (TTD) can feel too fast, and it remains an active topic of discussion within the team. Before we make broad changes, we’re concentrating on strengthening combat clarity, including responsive audio-visual damage feedback, improved enemy readability, continued Netcode refinements, and more. TTD is heavily influenced by how clearly combat events are communicated. When multiple bullets land in rapid succession and feedback is unclear, even a four-shot kill can feel instantaneous. At the same time, many players report that TTK from the shooter’s perspective feels satisfying and responsive. Introducing broad changes before stabilizing the underlying systems risks creating a “bullet sponge” experience, elongating TTK, weakening weapon satisfaction and unintentionally shifting pacing. Our priority is to strengthen systems that support gunplay, especially those that affect TTK. One approach currently being validated in Battlefield Labs involves reducing damage dealt to limbs across several weapon archetypes. Shots landing on arms or legs may require an additional bullet to secure a kill, while headshots remain unaffected. If a bullet passes through an arm and strikes the head, it will correctly register as head damage. This approach rewards accuracy without fundamentally changing the feel of gunplay. In addition, we are validating adjustments to the economy of the Hollow Point and Synthetic Tip ammunition attachments through Battlefield Labs as well. Our aim is to make them more meaningful and competitive choices when customizing weapons, ensuring that attachment selection reflects intentional trade-offs rather than default picks. Weapon control has also been a central focus. Since launch, recoil compensation could behave unpredictably, sometimes requiring more input than expected to counter weapon kickback. This season introduced tighter alignment between recoil output and the aim input required to manage it, improving overall recoil stability. With that foundation in place, we will continue to evaluate recoil balance across weapon archetypes to determine whether additional tuning adjustments are needed. Ongoing refinements will continue through Battlefield Labs as we gather live in-game data across skill brackets and modes. Our goal is to ensure that when you win or lose an engagement, it feels earned or fair. Soldier Visibility Soldier visibility continues to influence pacing and perceived fairness, especially in close-range and interior engagements. We are exploring improvements to lighting transitions and visibility systems without breaking immersion. This includes refining how characters read against dynamic environments and varied lighting conditions. Larger art-direction shifts are unlikely in the near term, but targeted changes and longer-term exploration remain active. Visibility impacts more than spotting an enemy. It affects decision-making, reaction time, and how combat feels overall. When you cannot see who eliminated you, fast TTD feels even more abrupt. One significant factor involves transitions between interior and exterior areas. Current exposure calculations consider first-person weapon and arm models, which can exaggerate lighting shifts. We are investigating adjustments that exclude these models from the calculations of the exposure in favor of world lighting, with the goal of reducing instances of blinding exteriors or overly dark interiors. While this will not eliminate every scenario, it should meaningfully improve how exposure and lighting transitions between exterior and interior environments behave during gameplay. Battlefield environments are intentionally grounded and detailed. Debris, destruction, dust, and environmental effects all contribute to immersion but can also make soldiers blend into their surroundings. The game uses a visibility filter and a brightness boost that increases at range to help separate characters from the environment. We are targeting testing in Battlefield Labs once improvements are in place, focusing on improving close-quarter and long range clarity while ensuring characters do not appear out of place within the world. Achieving the right balance between immersion and readability requires careful iteration. While large visual shifts are unlikely in the short term, we are continuing to make targeted adjustments and researching longer-term solutions for both live updates and future Battlefield experiences. Audio Audio clarity plays a critical role in combat awareness, especially when it comes to footsteps and vehicle positioning. Since launch, we’ve been working to address cases where footsteps were unclear, vehicles were difficult to track, or sounds would unintentionally drop out in intense moments. Extreme Measures introduced initial fixes to raise footstep clarity and rebalance audio priorities, with more comprehensive changes planned for our next major update. Audio challenges in Battlefield are rarely caused by a single issue. Footstep clarity, vehicle audibility, and positional accuracy are influenced by memory limits, file size constraints, performance considerations, and how different sounds compete for priority in large-scale engagement. In scenarios like buildings collapsing while multiple players are firing, the system must decide which sounds take precedence. That prioritization is complex, especially at scale. With this season, we addressed several of these constraints by reducing file sizes, optimizing performance, and adjusting audio priorities so that footsteps and key combat cues stand out more consistently. These changes were an important first step, but they do not fully solve every scenario players have reported. In the next update, we are introducing more updates to how footsteps behave within the mix. Footsteps will interact more dynamically with surrounding sounds and feature improved built-in prioritization. Close enemies will be more audible without relying on heavy volume boosts, and distinctions between enemies, friendlies, and your own movement will be clearer. The reliability of obstruction will also be increased, ensuring that sound behaves more consistently when blocked by surfaces, and reduces cases where footstep assets fail to play due to performance constraints. Vehicle audio is also receiving targeted adjustments. Multiple jets will contribute less to overall noise-floor buildup, and enemy ground vehicles will be prioritized more clearly in the mix, particularly in REDSEC. These changes are intended to improve spatial awareness without overwhelming other critical audio cues. We’ve also made global mix adjustments to improve clarity and positioning accuracy overall, including updates to stereo and headphone mixes and new width settings in the audio menu that allow for further customization. Default settings are tuned for balanced comfort and positional accuracy, but players who prefer a narrower or wider soundstage will now have more control. As with all improvements, audio clarity requires continued testing under live conditions. Feedback from the community has been essential in identifying edge cases we could not reproduce internally, including unintended vehicle silence. We will continue refining these systems and keep you updated as further adjustments are validated. Thank You Large-scale validation can only truly happen in a live environment, which makes your feedback and the data we gather from real matches incredibly valuable. If you encounter issues, enabling the Netgraph in the System settings and sharing clips that include it helps us investigate more effectively. We will continue to speak openly about Netcode and combat reliability, answer questions where we can, and keep you informed with a clear and direct approach as this work evolves. //Florian Le Bihan, Principal Game Designer 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.1.6KViews3likes62CommentsBattlefield 6 - Community Update - Nightfall Debrief and What’s Next
Hey everyone, Since launching on March 17, Nightfall has brought a darker, more intense atmosphere to the battlefield, and it’s been great seeing so many of you adapt to its different style of combat while others have been taking the dirt bikes for a ride with some crazy flips and bold landings. We wanted to share some of the key themes we’re seeing so far, as well as looking ahead at what’s planned for Phase 3, Hunter/ Prey. Hagental Base has been a standout addition for many of you. We’ve seen strong feedback around its layout, atmosphere, and how it plays, with particular praise for its visual direction and how it supports close-quarters combat. The Night Vision experience has also been well received, with many of you highlighting how it changes the way you move, communicate, and approach engagements. It’s been great to see squads adapting to the lower-visibility environment and leaning into a more deliberate playstyle. We’ve seen strong interest in experiences like Nightfall sticking around beyond their initial play window. With the next phase of the season, both the VL-7 Smoke and Night Mode will be added to Portal, giving players another way to continue experimenting with these modifiers beyond their featured time frame. We’ll continue evaluating how Limited-Time Modes are received and where they may make sense to return, evolve, or live on in other ways across Battlefield. Hunter/ Prey Hunter/ Prey goes live on April 14 and marks the final phase of Season 2. This update introduces more progression improvements, refines squad communication systems, and makes targeted adjustments to Battle Royale pacing and resource flow. It also restores VL-7 Smoke to Gauntlet as a permanent mission modifier. Progression Updates Progression has been one of the most consistent areas of feedback since launch. Since the start of Season 2, we’ve further streamlined challenges, accelerated Battle Pass progression through XP, added more XP Boost rewards to early Career ranks, moved camo unlocks earlier, reduced all Mastery XP requirements, and introduced a new XP curve that speeds up overall progression. We’ve also made improvements across challenges, tracking, and end-of-round progression to make the experience more reliable. With Hunter/ Prey, we’re continuing that work with additional updates across weapons, vehicles, Career ranks, and REDSEC progression. Vehicle and Weapon Progression You will earn Mastery XP by using weapons or vehicles, along with eliminations. Career Progression XP earn rates across Multiplayer modes will be adjusted slightly to keep progression more consistent between playlists. REDSEC Progression REDSEC modes will reward time spent in matches more heavily, instead of focusing primarily on final placement. Career XP earned in REDSEC will better align with Multiplayer progression pacing. In Battle Royale, kills and damage assists will provide 50% higher scores, resulting in more Weapon XP per match. As always, we will continue to monitor data and feedback as these changes roll out. Ping System Improvements With Hunter/ Prey, we’re addressing several issues that affected spotting and ping reliability across Battle Royale and Multiplayer. Long-range spotting for vehicles and drones should work more consistently, and enemy soldiers will be prioritized more reliably over nearby interactable objects. We’re also resolving issues that affected pings disappearing when pinging from certain vehicles. With Battle Royale specifically, we are improving how certain items respond when pinged and addressing cases where pings would persist incorrectly after equipment changes. That means pings on loot should register more consistently, update properly when items are picked up, and clear correctly when canceled. This includes pings on the big map. These updates are focused on restoring confidence in squad communication and ensuring that when you ping something, it behaves the way you expect, whether you are marking from a vehicle, marking a route forward, highlighting loot, or calling attention to an objective your squad needs to secure. We’re continuing to evaluate how the ping system performs across the wider game. Communication is core to Battlefield squad play, and we’ll keep refining clarity, responsiveness, and consistency beyond this update. REDSEC Changes Battle Royale We’re improving early and mid-game flow based on feedback, with the intention to reduce downtime, improve pacing, and encourage more dynamic and balanced gameplay. Ammo Drops will contain increased ammunition quantities and include armor plates. MRAPVs and Safes will also provide additional armor plates in place of grenades. We’re also introducing a new Armor Drop Strike Package. When deployed, it provides 12 armor plate pickups, each one granting 2 plates, for a total of 24. This gives squads another strategic option when preparing for extended engagements. Chest opening animations are being sped up slightly to help maintain looting momentum. We’ll be monitoring how this feels in live matches and may adjust further based on feedback. We are also bringing the Traverser Mark 2, also known as the Armored Transport, back to Battle Royale in the next update, but with its weapons removed. We saw the impact its armor and turret could have on match flow, and this change is intended to bring it back in a way that better fits the mode. Additionally, for Battle Royale only, the Sledgehammer’s damage against destructible walls and objects has been increased. If you prefer to create your own entry points rather than use the front door, you’ll now have more freedom to reshape the environment. Gauntlet The VL-7 Smoke will return as a permanent mission modifier within Gauntlet, appearing randomly across select combat areas and enabling gas masks as part of the tactical layer. While it is currently disabled during Nightfall to align with the mode’s theme, it will return with Hunter/ Prey. During Nightfall, we also released a Limited-Time Mode called Gauntlet: Nightfall. This mode features six teams of three fighting through three rounds - Vendetta, Contract, and Heist - set in a dark, NVG-enabled version of Hagental Base. This variant emphasizes visibility management, coordination, and controlled aggression in low-light combat. During Season 1, you’ve joined over 190 million Gauntlet matches. Along the way, you confirmed over 9.2 million Vendetta kills, detonated more than 13.8 million Wreckage bombs, completed over 23.3 million Decryption calibrations, and stole more than 2.25 million Heist cases. Whether you are dropping into Gauntlet for the first time or already know your way through its challenges, we cannot wait to see you keep pushing your skills even further. Battle Royale Solos Testing Over the weekend of March 6th through 9th, we ran a limited-time Battle Royale Solos test within Battlefield Labs in the live game. Our goal was simple: get Solos into players’ hands, observe how matches play at scale, and gather real feedback on pacing, class dynamics, vehicles, and overall match feel. Solos has been one of the most requested ways to play Battle Royale, and this test made it clear that many of you still see it as your preferred way to jump into a match, especially when friends are not online. We also saw strong feedback that this mode helped players learn at their own pace without the ups and downs of being teamed up with randoms. During the test, we were able to collect valuable and specific feedback across several areas. The most commonly discussed points raised by our players were Recon pressure, vehicle impact, and pacing. Recon tools, particularly drones, were frequently mentioned as being highly valuable due to their strong situational awareness. We observed a large number of players choosing the Recon class during the test, making it a clear meta choice. We will be reviewing how class balance and gadget behavior affect solo play specifically. Vehicles also generated mixed feedback from the weekend, especially combat vehicles. Some players enjoyed the added chaos they introduced, while others felt they could swing fights too heavily when there isn’t a squad available to coordinate counters. We’re continuing to evaluate the role of combat vehicles in Solos specifically, including how they influence fairness, counterplay, and overall match flow. We will share information as that work continues. We also saw how Solos naturally changed how players approach engagements and movement throughout a match. Without the additional support from squadmates, decision-making became more independent, and pacing evolved differently across each phase of the game. We’re reviewing how systems such as player count, early match flow, and circle behavior shape that experience, and how we can best support a variety of playstyles. Beyond those topics, we’re also exploring how broader systems interact in Solos mode. This includes reviewing how mission rewards and progression incentives influence player behavior and how resource availability impacts decision-making throughout different phases of the game. Battlefield Labs continues to be an important tool for us to experiment with ideas like these and gather feedback before making larger changes. We’re continuing to evaluate the areas highlighted during this test, make adjustments where needed, and use those learnings to help determine when Battle Royale Solos returns. Portal Today, we’re excited to share a brand-new update to Portal, available on April 14th with the Hunter/ Prey update. Introducing Portal Gadget for Battlefield 6 and REDSEC custom experiences. Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Until now, there hasn’t been an intuitive way for players to activate custom logic whenever they choose. There’s no true “Portal button,” and most inputs are already tied to core gameplay or limited to specific contexts. This has led creators to rely on fixed Interact Points, force players into specific locations, or use clunky workarounds like “crouch to confirm,” a solution that’s been all too common in 2042. Portal Gadget changes that. Designed specifically for Portal, the gadget can be added to a player’s inventory via script, giving creators full control over when and how it’s introduced. Players equip it just like any standard gadget, but instead of performing a traditional in-game action, it becomes a powerful trigger for custom events. With TypeScript, creators can spawn or equip the gadget, bind custom gameplay scripts to its inputs and events, and activate those behaviors seamlessly during gameplay. Behind the scenes, it connects directly to your Portal Experience Logic Script, allowing you to define exactly what happens when and where it’s used. No more workarounds. No more compromises. Portal Gadget unlocks more intentional, responsive interactions, making it easier than ever to build dynamic, immersive experiences that behave exactly how you want them to. As a quick reminder, be sure to check out the attached README and PortalGadgetExample in the SDK when the Portal Gadget is released. It covers everything you need to get started, including available events, how to grant the gadget, and other technical details. Community Highlights Battlefield Portal continues to be one of the most active spaces for new experiences across Battlefield 6, with a growing mix of community-made creations and featured events. There are more ways to jump in and play than ever before, and we wanted to highlight a few of the experiences available now. Jungle Breach Breakthrough Created by: mfnboomstick Experience Code: ZP54S Battle through a dense jungle canyon near an outdated section of the U.S. border wall, where tight lanes, layered cover, and constant close-quarters pressure turn every push into a hard-fought advance. Jungle Breach Conquest Created by: mfnboomstick Experience Code: ZKVRR Fight for control of key objectives near an overgrown and under-patrolled section of border wall, where the U.S. military and Pax Armata clash across a battlefield that mixes dense terrain with exposed contested ground. Winter Offensive - Conquest Created by: andy6170 Experience Code: ZSEKG Step into a snow-covered version of Conquest with Winter Offensive, a custom experience that brings frosted battlefields, colder conditions, and a different visual atmosphere to large-scale warfare. Fort Lyndon Conquest Created by: kurtinthegrind, andy6170, and Byarlant Experience Code: ZD7HY Take on a large-scale Conquest battle across Fort Lyndon, featuring vehicles, urban fighting, air combat, and naval engagements spread across multiple parts of the map. This experience is available to all players, including those who only have Battlefield REDSEC. BattleGolf Created by: Nodone_00 Experience Code: ZT9HB Trade the battlefield for the fairway in BattleGolf, a playful Portal experience where up to four players can grab their clubs, line up their shots, and take on the course in a completely different kind of competition. Keep the Feedback Coming Thank you for continuing to share your feedback, clips, reports and discussions with us. Whether you’ve been jumping into Nightfall, taking part in Battlefield Labs, or diving into REDSEC, your input continues to help shape how we move forward. We’re continuing to look ahead at what’s next beyond this season, including the arrival of Golmud Railway. We’ve also been testing vehicle control updates and broader vehicle improvements in Battlefield Labs, and early signs suggest they’re steering in the right direction. We’re looking forward to sharing more on both in a future update. If you have any bugs to report, please share them on our EA forums. You can also join the conversation and connect with us on the Battlefield Discord, and find additional information, guides, and seasonal stat reports on our website. 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.94Views0likes1CommentStorm Point Temporarily Removed
Hey Legends, We are temporarily removing Storm Point from map rotation on all modes and will be replacing it with E-District (daytime) while we continue to chase a permanent fix for a crash occurring on specific devices when Storm Point is active. We will provide more updates on this matter once we have them. In addition, April Fools LTM has been reactivated until Monday April 6th at 12pm PT for those that missed their first chance to play. Charged Up Wildcard Modes will still be available to play. Make sure to tune in for all the fun! Thank you for your patience while we made this change! If you had any difficulty getting into a match, you should be able to now. @apexlivecomms (Threads)68Views1like0CommentsService Update: Garden Warfare on PS3
Since its launch, Plants vs. Zombies: Garden Warfare has brought the Backyard Battleground to life for millions of players. From epic Garden Ops sessions to all-out multiplayer mayhem between Plants and Zombies, this community helped grow something special. Today, we have an important update to share. As we continue updating our online services, we’ve reached a point where the PlayStation 3 version can no longer support the changes we need to make. Because of this, online services for Plants vs. Zombies: Garden Warfare on PlayStation 3 will sunset and be permanently discontinued on April 28, 2026. PS3 was home to many of the earliest backyard battles, and we’re incredibly grateful to the players who’ve been with us since the beginning. The good news is that Plants vs Zombies: Garden Warfare (and Plants vs Zombies: Garden Warfare 2) remain fully playable on PlayStation 4, Xbox 360 (GW), Xbox One, and PC, and are not affected. Players on those platforms can continue the fight between Plants and Zombies without interruption. To our Plants vs Zombies: Garden Warfare players who have supported us since the early days on PS3, thank you for your longstanding support. Your battles, strategies, and backyard moments mean everything to us. FAQ Section : Which platforms are affected? PlayStation 3 only. Will PS4, Xbox 360, Xbox One, and PC be affected? No. The game will continue to be playable on those platforms. When will the change happen? April 28, 2026. Will players be able to transfer progress to the corresponding Gen 4 platform? (ex PS3 to PS4) No. Will players be able to play offline once the game is sunset? No. Will entitlement be migrated to not-sunset platform? No.3.6KViews3likes26CommentsBattlefield 6 - Anticheat Metrics - February
Hey Soldier, Another month, another beat on how the fight is going with regards to cheaters in Battlefield 6. February: Results & Impact Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against. In February, MIR started at 3.72%. This continued to increase until it peaked at 5.01% on the 15th. At which point we had new detections and accelerations start to make headway and cause significant impacts to the cheater populations over the weeks to follow. This saw a floor of 2.30% on the 25th, before seeing some gradual increases again as cheat devs began their efforts in response to our work. Through February, EA Javelin Anti-Cheat prevented 256,263 attempts to cheat or tamper with the game before they could impact matches. We are still tracking 226 cheat-related programs, hardware solutions, vendors, resellers, and their associated communities. Of those, now 217 of them (96.01%) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline. We’ll continue reviewing your questions and feedback and will be sharing February’s metrics in roughly another month’s time. Keep it fair out there - see you on the Battlefield.210Views4likes4CommentsBig News: The Pogo Blog is Moving!
We’re excited to share that the Pogo Blog is getting a new home! 🎉 Starting April 6, all new posts will be published on our updated Pogo Articles page: 👉 https://www.pogo.com/articles What’s Changing? We’re moving from the current blog (blog.pogo.com) to a refreshed experience on pogo.com. This update helps us bring you: Easier access to tips, guides, and announcements A more modern and streamlined reading experience Better ways to discover content for your favorite games What Happens to the Current Blog? The existing Pogo Blog will remain available through June During this time, you can still access older posts at: 👉 https://blog.pogo.com/ After June, the old blog will be sunset and no longer updated Where Should I Go for New Content? All new articles—including game tips, feature updates, and community highlights—will live here: 👉 https://www.pogo.com/articles We recommend bookmarking the new page so you don’t miss out! What You Can Expect We’ll continue bringing you: Game tips and strategies Announcements and feature updates Deep dives into your favorite Pogo games Fun content to help you get even more out of your playtime Thanks for being part of the Pogo community—we’re excited to bring you along for this next step! See you on Pogo Articles! 💙23Views1like0Comments