Battlefield 6 Season 2 Is Live!
Season 2 is now available, introducing the Contaminated map, new limited-time modes built around VL-7 psychoactive smoke, new vehicle, weapons, gadgets, and over 240 gameplay improvements and quality-of-life fixes focused on weapon handling, movement, vehicles, UI, audio, and overall stability. Read the full Update Notes here: BATTLEFIELD 6 GAME UPDATE 1.2.1.0 | EA Forums - 13183297539Views3likes48CommentsIPD Update
Hello Holotable Heroes, After some digging we were able to find the issue with IPD that was causing IPD to be a PITA. We are currently testing the fix to make sure everything is good. Once we're satisfied by the results we will schedule it in an upcoming release. We are also aware that this has disrupted some guild activities and progress, so we are looking into a make good, but no additional information is available right now. Thank you.5.7KViews10likes10CommentsDev Update - Season 3: skate.Pass, Grom & Building skate. for the Long Run
Oh hello. It’s us again, the dev team. Over the next couple of days, we’re bringing you back-to-back updates to fill you in on what to expect in Season 3 and beyond! And there’s a lot to be excited about. From darkslides to grittier streets, this season we’re dropping some of the top requests from your most wanted list. But, before we get to all that good stuff tomorrow, we’ve got a few updates to cover. The big picture We’ve said it before and we’ll say it again: we’re building skate. with a long-term vision in mind. This Early Access period is a huge part of that. It gives us the space to listen, learn, tweak and test - over and over - until we get things just right. Since kicking Early Access off in September, you’ve seen some of that work in progress. Your feedback has helped shape some big changes, like updating the look of our world and characters (more to come), and adding features like key frames, tilt and roll, and FOV improvements to our replay editor. Behind the scenes, we’ve still got a long list to tackle. But, we’re working on crossing off items with each season - more on that tomorrow. We’ve also heard a few things from you concerning the in-game economy: you want more real-world brands, more value, and more choice. So, we’re making a few changes in Season 3 aimed at making that happen: Brands! Way back in Season 1, you asked for brands in the skate.Pass - this season, we’re going to deliver, with adidas and more coming to the skate.Pass. Items on demand: Get the items you want, when you want them. We’re making 200+ wardrobe basics and in-demand items available for à la carte purchase. Although we’ll occasionally swap out a few items here and there to keep things fresh, the core catalogue will just keep growing. More skate.Pass options. We're adding a new Premium+ skate.Pass bundle to give you more options (and even more Tix) - you choose what works best for you. These updates are aimed at getting you more of what you want, and less of what you don’t. Believe us when we say, we’re still working on it: changing things as we go to set up skate. for success in the long run. With that in mind, let’s talk about Grom. In Season 3, the Isle of Grom is back - and we’re not just talking about the tutorial area. The island has expanded with a ton of new spots to skate and explore. Think hillbombs, massive gaps, cool transitions and some Skate 2 and 3-inspired spillway action. We think Grom is going to be one of your favorite spots and can’t wait to see what you’ll do with it. ALL players will have the opportunity to explore Grom during Season 3. But, as an added benefit for our skate.Pass Premium holders, they will get first dibs to skate Grom before anyone else. Your way into Grom Here’s how it’ll go down: for the first month at the start of Season 3, skate.Pass Premium holders will have unlimited access to Grom. After that, we’ll be holding our official grand opening - inviting all of our San Van residents to the Isle for a very special multi-week event in April. With a new brand partner making their Grom debut, you won’t want to miss it. Once the event ends, Grom access will be widely available through skate.Pass Premium, or you can grab an Isle of Grom Water Taxi day pass by using your earnable Rip Chips. The day pass will be 500 Rip Chips, is valid for 24-hours from the moment you get it, and can be used an unlimited number of times within that 24-hour window. Looking ahead: Season 3 and beyond If you’ve made it this far - thank you. We know it’s a lot of information. One last heads up before we go: at the start of Season 3, some of our SVB packs will be on sale from March 10 to March 17. Our goal remains the same. We want skate. to be a game that keeps growing and improving with our community for a very long time. Early Access is about building the foundation for that future. Tomorrow, we’ll be back again to share more of the fun stuff coming your way in Season 3 and beyond. In the meantime, thanks for rolling with us. The Full Circle Team59Views0likes0CommentsMaul (Hate-Fueled)
UNIT NAME: Maul (Hate-Fueled) ALIGNMENT: Dark CATEGORIES: Dark Side, Attacker, Unaligned Force User HIDDEN CATEGORY: Large character ------ Twisted, broken, yet sustained by hatred. Those are the pillars in which Maul (affectionately known as “Spider Maul”) was born from. In reviewing our anniversary celebration plans, we knew this was the prime opportunity to bring this partially mechanical menace to the holotables. What team he was part of was a big point of discussion. We felt the Starkiller team made for a great home as that group inherently is a bit of a hodgepodge of different characters from all over the Galaxy. This also had the added benefit that we could more closely design Stranger and Maul together, making sure each brought unique mechanics that amplified the team’s overall power. The team had nervous glee at the idea of putting Starkiller, Stranger, and Maul all on the same team. We hope you enjoy using Maul as much as we enjoyed making him! Basic ability - Fractured Fury Deal Physical damage to target enemy and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. Gain a stack of Edge of Madness (max 100 stacks) until the end of the encounter, which can't be copied, dispelled, or prevented. Once per encounter, during his turn, Maul inflicts Fracture on target enemy until each of his allies has taken a turn or until he is defeated, which can't be copied, dispelled, evaded, or resisted. Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered Edge of Madness: -2% Defense per stack Fracture: Speed set to 0, can't gain buffs, bonus attacks, or bonus Turn Meter. Against Raid Bosses and Galactic Legends: -50% Speed (doesn't stack with Breach, Pinned, or Speed Down), can't gain buffs, and -30% counter chance Design Notes: This ability when coupled with the maximum invested version of his second Special ability is a potent combo that gives Maul and his team a way to selectively lock key targets down for a limited time. Fracture and Bleed are both excellent ways to synergize with the Stranger’s abilities. Inspiration: In this snapshot of Maul (from Lotho Minor when Savage finds him) his mind is a bit broken from the trauma of his duel against Obi-Wan and Qui-Gon Jinn. We wanted to capture that thematically with a fun nod to the Fracture debuff as a bonus. FAQ: Question: I really want to Fracture someone early, but should I really open with a Basic ability? Answer: Check out his second Special ability, “Howl of the Broken”. If you have the Zeta for it, Maul will call his Dark Side Attacker allies to assist, which includes himself! (he is his own favorite ally). This means you can open with Special02 to distribute debuffs and damage, and Maul (so long as he is not prevented from assisting) will followup with his Basic, Fracturing your target. Keep in mind he can only Fracture someone once per encounter, so choose your targets wisely. Special ability 1 - Relentless Malice (Cooldown 3) Deal Physical damage to target enemy four times and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If the target already has max stacks of Bleed, trigger their damage. If Maul has 30 or more stacks of Edge of Madness, reduce the cooldown of Howl of the Broken by 1. If Maul has 60 or more stacks of Edge of Madness, he deals an additional instance of True damage to target enemy equal to 30% of his Max Health. While in Territory Wars: Deal Physical damage an additional four times. Inflict an additional 5 stacks of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If he has 30 or more stacks of Edge of Madness, reset the cooldown of Howl of the Broken instead. Design Notes: If you feel as though the best form of locking a target down is by defeating them, then this is the ability for you! This ability has very high damage potential against single targets. Since (when fully invested) Maul’s second Unique gives him the ability to ignore taunt effects during his first turn (spoilers, for further below, sorry), you could choose a key target to potentially defeat outright as Maul’s first move, saving your Fracture play we discussed in his Basic for a later point in the battle (though you’ll lose that juicy ignore taunt benefit after his first turn). Synergy: This ability greatly benefits from Maul’s Max Health value, so make sure you’re modding him appropriately. Inspiration: While his mind may be fractured, his body still has echoes of that deadly quickness we saw during his duel with Kenobi and Qui-Gon. We wanted to showcase that those metal spider boots aren’t just for show, they’re made for hurtin’. FAQ: Question: Why so many instances of damage, why not just one big number? Answer: Thematically we wanted to lean into his many metal legs, and mechanically this makes him extremely deadly against mechanics like the Gungan Shield Generator or B1 Droids which lose stacks based on instances of damage. Question: How do I deal with Bleed when I am facing Maul? Answer: Health recovery of any amount removes stacks of Bleed and is the best way to counter it. Protection recovery won’t remove stacks however. Special ability 2 - Howl of the Broken (Cooldown 4) Deal Physical damage, Daze, and inflict Healing Immunity for 2 turns on all enemies. Call all Dark Side Attacker allies to assist. Maul gains Critical Damage Up and Offense Up for 2 turns. If he has 50 or more stacks of Edge of Madness, inflict Fear on all enemies for 1 turn, which can't be copied, dispelled, or resisted. Remove 60% Turn Meter from all enemies and all Dark Side Attacker allies gain 60% Turn Meter. While in Territory Wars: If target enemy is inflicted with Bleed, inflict a stack of Bleed (max 6), which can't be dispelled or resisted, on all enemies until the end of encounter. Increase the cooldowns of target enemy by 1, which can't be resisted. Design Notes: Compared to his other Special ability, this deals relatively light damage but it has a lot of power and synergies to lift up Maul and his allies. Bleed can be removed with heals, but Mr.Bond, how can you heal if you are… IMMUNE TO HEALING!? Which this ability provides for a cool 2 turn duration on all enemies. Additionally, using this when fully invested calls Dark Side Attacker allies to assist which includes himself and the Stranger, a deadly combo indeed. Synergy: This has a great deal of synergy with other Dark Side Attacker allies and is Maul’s primary battle control ability, letting him lock down whole teams for a limited time through Fear or Daze. Inspiration: While all of his abilities capture elements of his physical prowess and do have nods to his madness, we wanted an ability that also acknowledges he is still a potent force user and trained under one of the most powerful Sith alive. Combine that training with his unhinged state and you get this ability. FAQ: Question: Does Maul call himself to assist with this? Answer: Yes. If he didn’t, it should say “Call all other Dark Side…”. Question: Does the Turn Meter gain on his Omicron rely on removing that Turn Meter from enemies? So if an enemy is at 0% Turn Meter, do we still get 60%? Answer: It is not reliant on the Turn Meter removal, it is handled through two separate effects and checks. He removes Turn Meter if he can, and then simply gives 60% Turn Meter to his specific allies, but if for any reason the removal fails (maybe enemies can’t have their Turn Meter reduced for example), the gain would still trigger (unless Maul’s team has an effect which prevents bonus Turn Meter of course). Unique 01 - Hatred Sustains Whenever Maul takes damage, he gains 3 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented, and he has a 5% chance to gain 75% Turn Meter. Maul can't be instantly defeated. While Maul is at certain Health thresholds, he gains cumulative effects: Web of Descent I (75% Health or less): +50% Offense; can't recover Health above 75% Web of Descent II (50% Health or less): +25 Speed; when he takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 50% Web of Descent III (25% Health or less): +2,200% Defense and 100% Offense; when Maul hits this threshold, he gains bonus Protection (100%) for 2 turns and takes a bonus turn; can't recover Health above 25% While in Territory Wars: At the start of battle, Maul gains 30% Max Health and Offense, and 100 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented. Whenever Maul is damaged, he instead has a 25% chance to gain 100% Turn Meter. Design Note: We wanted to lean into the idea that as Maul is damaged throughout a battle, he continually utilizes that damage to fuel his power but that can come with a lot of risks (the character feels too weak, the benefits aren’t impactful enough, etc), with this we’ve tried to give him a very high action economy with his various Turn Meter gains and giving clearly communicated benefits if he hits certain health thresholds. The hope here is that seeing Maul at 25% health is a scary experience if you’re facing him and an exciting one if you’re using him. Synergy: Especially if you mod Maul for Health, he should be able to somewhat safely exist in these less than 100% health thresholds. He should still feel extremely deadly even at full health, however. Inspiration: Throughout his appearances in the StarWars universe, Maul often finds himself in a proverbial corner as it were but still finds ways to turn situations to his advantage or to fight back in situations where weaker Force users could be defeated. We wanted to tap into that while also capturing the frenzied, manic nature of his broken self during this snapshot. It also opened up some interesting design space for us in risk vs reward. FAQ: Question: Will I need to keep track of the stat increases at his health thresholds? Answer: Each status icon that appears above his head should include all the cumulative benefits he has up to that point. So at Web of Descent II for example it would mention he has +25 Speed but the description should also include the +50% Offense info from Web of Descent I. This should make it easier to quickly look and see what benefits you have so far. Question: Do the chances for him receiving damage stack? At Web of Descent II for example, is it a 15% chance to gain 75% Turn Meter? Answer: No. We tried to clarify this in text by saying “instead”. So if he’s in a normal battle with no Web of Descent thresholds, he has just the 5% chance to gain 75%, and then when he hits Web of Descent II, he now has just the 10% chance to gain 75%. Question: Ok, but what about the Omicron? Does that stack? I just really love Turn Meter. Answer: No. The Omicron effect is a replacement for both his base and Web of Descent chances. So in Territory War with his Omicron, he’ll always (assuming nothing is stopping him from gaining bonus Turn Meter) have a 25% chance to gain 100% Turn Meter and won’t benefit from that aspect of Web of Descent II. Unique 02 - Always Remember, I am Fear At the start of battle, Maul gains 25% Max Health for each other Dark Side ally and 25% Offense for each other non-Dark Side ally, Hatred and 5 stacks of Anguish until the end of battle, which can't be copied, dispelled, or prevented. He loses all Protection and gains that much Max Health, and he takes reduced damage from percent Health damage effects. If there is an enemy Kenobi, Maul gains 20 stacks of Edge of Madness (stacking, max 100) until the end of the encounter. During Maul's first turn each encounter, he ignores taunt effects. Maul's attacks can't be evaded or countered and he is immune to Ability Block, Fear, and Redeemed. If there were no allied Galactic Legends at the start of battle, until the first time Maul is defeated: Enemies defeated by Dark Side allies can't be revived. If there is at least one other active ally, at the start of each character's turn, Mark the healthiest Unaligned Force User ally, which can't be dispelled or resisted, and they gain bonus Protection (30%) until the end of that turn. Hatred: +25% Critical Chance, +100% Defense, and +100% Offense; when defeated, revive with 100% Health and gain 100% Turn Meter Anguish: Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage Redeemed (comes from Juhani’s Omicron ability): +35 Speed; whenever this character uses an ability during their turn, all other allies with Redeemed assist; whenever this character gains a buff, dispel all debuffs on allies with Redeemed; whenever this character is damaged, all allies with Redeemed gain 15% Turn Meter; whenever this character is inflicted with a debuff, all allies with Redeemed recover 15% Protection Design Notes: Whereas his first Unique is almost entirely selfish and focuses on himself, this Unique sprinkles a bit more synergy for his allies. A lot of it still focuses on how Maul benefits, but the last block in particular can do a lot to keep his allies safe. Synergy: He’ll benefit the most from being paired with a Starkiller team because of the mixture of Dark Side and Light Side allies. Inspiration: When Maul is muttering to himself when Savage finds him, he (Maul) is trying to grasp fragments of his memory for lines taken from the Sith Code and give himself a lil’ pep talk. We felt this was really powerful for his character and tried to pair effects that worked for our needs mechanically but also nodded to this quote and moment. If you haven’t watched Clone Wars and Rebels, may we boldly recommend doing so! FAQ: Question: Why “non-Dark Side” allies? Hints are more neutral characters? Answer: It felt physically wrong to write Light Side synergy for Maul, honestly. We had it written as Light Side for awhile and it stuck out to many of us internally, so the language was adjusted but is still accurate. So, no, not a hint at more Neutral characters I am afraid. Question: Does the bonus Protection (30%) stack? Answer: It doesn’t, no. It does “refresh” when it is re-applied however, so if character A deals enough damage to remove 25% of that bonus Protection, and they end their turn and character B begins theirs, that bonus Protection on Maul will be back to 30%. Question: Why is Maul immune to Redeemed? Answer: We found with some internal testing that it was a bit of an undesirable experience for Maul to get this, and had situations where it actually weakened the Omicrons effectiveness since Maul would get it instead of Starkiller. We didn’t want to cheapen the investment you’ve made into that Juhani Omicron. It also has a bit of a fun thematic nod to Maul’s story as a whole. Question: Using Maul, if I defeat 2 characters before Maul is defeated, and then I defeat 1 character after he is defeated, can I revive all 3? Answer: Only enemies defeated before Maul was defeated can’t be revived. So in the above example, assuming you had a mass revive, you would only revive a single character of the three (the character defeated after Maul himself had been defeated).32KViews13likes32Commentsskate. - Community-Raised Issues [Last Update: February 19th]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. Players stuck | Multiple reports on players getting stuck/softlocked | Softlock Megathread 🆕 Update: The old thread has more than 9005 comments, and sometimes it is difficult for the team to organise and spot new issues within all the reports. That's why we have decided to open a new megathread to work on the most recent softlock issues. Last week, more than 38,000 players were unlocked. Replay Editor | Can't export videos in MP4 | Can’t export MP4 videos from replay editor. (PC) | EA Forums - 12986132 Settings | Screen resolution set to low when launching the game | Graphics Settings Fail to Save (NOT Duplicate) | EA Forums - 13027437 ❗ Workaround: Press Windows + R on your keyboard > Type: %localappdata% > Press Enter > Find the skate folder %localappdata%\skate\ > Delete or rename the folder. (Rename the folder if you have saved replays or screenshots) Social | Random players can join when the party is set to Nobody Can Join | Party set to invite only, randoms are still joining | EA Forums - 13025193 Social | Random players joining co-op challenges | Forcing people into my games? | EA Forums - 13061128 🆕Tasks | Players are having various issues related to tasks | problems with tasks ❗Workaround (for Community Park tasks only): Use any Fast Travel point, then return to the Community Park. 🆕Visual | Friends list does not load completely on accounts with large amounts of friends | Fix the friend’s list, please | EA Forums - 13077613 🆕Visual | HUD can disappear after starting a challenge | Gaming hud disappearing after starting mission | EA Forums - 12742772 Visual | UI Overlap & Texture Issues on ADM GPUs | UI Overlap & Texture Issues on AMD GPUs | EA Forums - 13123864 ❗Workaround: Go to AMD's driver site and find your graphics card from the "Search or Browse Drivers" section > Click on "Previous Versions" and download the one labeled "Adrenalin 25.12.1" > Download and Run the AMD Cleanup Utility > Reboot, and then run the Adrenalin 25.12.1 installer > Reboot again and launch the game 🆕UI/Text | Footplant tricks are incorrectly named on goofy stance | Boneless foot plant labeled wrong on Regular side skating | EA Forums - 12587183 ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. 🆕Visual | Stickers are invisible when placed on the board | Stickers now invisible | EA Forums - 1298379 ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. Patch v0.29.7 🆕Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 Patch v0.29.6 Players stuck | Players are stuck when completing tutorial missions | Map tutorial / Voice over loop [Workaround] | EA Forums - 12988822 Patch v0.29.5 Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens In-Game | Grind assist reset to 100 when launching the game | Grind Assist setting broken after S2 update | EA Forums - 12982138 Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Visual | Character skin tone changed | Character skin tones messed up since update | EA Forums - 12981571 Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 Patch v0.29.1 In-Game | Friend's skater appeared invisible after joining a friend's party. | Invisible Friends in Online Co-op Level Up | Market mile fails to level up after achieving the required neighborhood rep | Market Mile not leveling up Players Stuck | Stuck in a canal if they fall in after collecting the final bearing in the Salmon Run line challenge. | Stuck in canal, can’t respawn, can’t play game now SVB Charge | Getting charged SVB for Rip Chip or Tix Items | MEGA THREAD - Getting Charged SVB for Rip Chip or Tix Items ❗ Update: If you experienced the issue, please post your details on the linked thread. Visual | Rip score award screen shows twice | Repeated rip score award screen Visual | Claim button appearing when there is no completion award | Can’t claim season 1 challenges after completion. Visual | Stunt target showing up/staying on when not in a Stunt Challenge. | Stunt target showing up/staying on when not in a Stunt Challenge. | EA Forums - 12634173 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Jan 20, 2026: Patch v0.29.6 Dec 15, 2025: Patch v0.29.5 Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!11KViews15likes0CommentsUpdates On Questions
Hello Holotable Heroes, I have some updates on some of your most asked questions: R9 SR3 - Assuming no issues are found, this will be landing in 2-weeks 3v3 GAC Omicron adjustment - Assuming no issues are found, this will be fixed in the middle of March before the next 3v3 GAC, with Omicrons people upgraded for 20 getting reimbursements of the overspent 10 mats Knightfall redo part deux - Team is aware the previous redo was bugged and is looking to schedule another run Coaxium Heist - If you were impacted by the issue with the Coaxium Heist, we will be adding your missing Coaxium, plus interest based on the amount owed, directly to your balance in a future server update Here is our Trello Board Bug Tracker: https://trello.com/b/vgQhKHMf/swgoh-developer-tracker See you on the Holotables10KViews9likes20CommentsBattlefield 6 Game Update 1.2.1.0 is now live on all platforms!
Gameplay improvements, fixes, and Season 2 Challenges are now in place and available for everyone. At 12:00 UTC, Season 2 goes live, bringing new maps, limited-time modes, vehicles, weapons, gadgets, and over 240 gameplay improvements and quality-of-life fixes shaped by community feedback and real match data. NEW CONTENT: SEASON 2 New Map: Contaminated - a large-scale European mountainside battlefield supporting all combat sizes, land vehicles, and helicopters. New Limited-Time Modes: VL-7 Strike, Battle Royale – Synthesis, and Gauntlet: Altered State introduce psychoactive smoke zones that reshape combat and force squads to manage masks and filters in contaminated areas. New Vehicle: AH-6 Little Bird. New Weapons & Gadgets: M121 A2, GRT-CPS, VCR-2, 9K38 IGLA, HTI-Mk2, and the Protective Mask. Season 2 Battle Pass: Unlock 6 instant rewards and progress through 4 themed paths packed with new hardware, weapon packages, soldier skins, XP boosts, and more. Read the full Update Notes here: BATTLEFIELD 6 GAME UPDATE 1.2.1.0 | EA Forums - 13183297 See you on the Battlefield.61Views1like1CommentBattlefield 6 – Season 2 Official Gameplay Trailer
Season 2 deploys February 17 across Battlefield 6 and REDSEC. Prepare for high-intensity combat as the conflict escalates in Extreme Measures. This season introduces: New Map: Contaminated – A sprawling battlefield shaped by chaos and close-quarters pressure. NATO Airbase Assault – Fight through the mountains of Germany to reclaim a former stronghold. VL-7 Psychoactive Smoke – A battlefield-altering element that distorts visibility and tactics. Three New Weapons Two New Gadgets Return of the AH-6 Little Bird Adapt. Survive. Escalate. Watch the Season 2 Intro Cinematic here: Battlefield 6 Season 2 Intro Cinematic
133Views1like6Comments2-10 Updates and Investigations
Hello Holotable Heroes, Thank you for the reports today. I wanted to pull all the issues we’ve seen together into one location and update on where they stand. Andor image on webstore Episode pass We accidentally had the Andor image up for the Episode pass a few days earlier than expected while it was still the Anniversary Episode Pass We have sent out Andor Episode Passes to those who purchased the above pass Zerek Ability Modules did not convert along with the other era materials The team is aware of this and instead of hotfixing it, we are going to just make sure its fixed for the end of Era for Andor Blocked from Kleya’s Marquee Some players found themselves in a state that didn’t allow them to continue with Kleya’s Marquee event We have fixed this by granting the necessary shards to the players impacted End of Anniversary Era Signal Data Inbox Note that the final day rank reward for Coliseum is signal data in place of the Era Currency. We had an issue where the Signal Data was not received by some players who did their Coliseum battle the last day. It was mistakenly only sent out if players achieved a new high score. We will be fixing this for future eras and will send out the missed signal data in a future update. Coliseum leaderboard error 9.0 This is a bug where the game is mistakenly trying to grant rewards for today's Coliseum battle, which is why the badge only shows up after you've done your first battle. This issue has been fixed, but by the time that fix goes out it will have naturally resolved. This will prevent it from happening in the next era. Note that this means no rewards are being lost. 3v3 Omis costing 20 mats instead of 10 Known issue, will get fixed and brought down to 10, purchasers will be refunded the 10 extra mats Recent era units aren’t usable in Journey Guide events The team is aware of this and is investigating a fix Vel’s shard art is missing from the Episode Pass+ on the Webstore Only the art is missing, the correct shards are received Thank you again for reaching out to me with these. All the best.24KViews10likes72Comments