Battlefield 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_SledgeHammer3Views0likes0CommentsZero Company Launch Giveaway - Forum Edition
Hello Holotable Heroes, In celebration of the Launch of Star Wars: Zero Company, we wanted to have some fun and give things away. Step 1: Comment here with your favorite Star Wars anything, could be a picture, story, Legos, figurine, art work, all of the above Step 2: Fill out this form Winners will be chosen tomorrow morning after my first coffee of the day Official Launch Trailer - Star Wars: Zero Company2.1KViews7likes262Comments[BFComms] Update on Carrier Strike and Fighter Sweep
Pilots, We’re overjoyed that our Top Gun collaboration has resonated with so many of our players and are happy to announce that we will be extending Carrier Strike and Gauntlet: Fighter Sweep through the entirety of Season 4. A modified version of Carrier Strike will return in Season 6. See you in the danger zone.60Views0likes0CommentsThe Weekly Grind - Aug 25, 2026
Welcome back to The Weekly Grind, San Vanners! Let’s roll! What’s going on? We’re two weeks out from Season 5, but today we’re stoked to share the details of what’s coming on September 8. Dive into the blog, if you haven’t, but for a quick summary: Super Ultra Mega Resort, aka S.U.M.R. Camp, is coming on Sept 8! Underflips Player Spot Battles through the Throwdowns Menu Block Parties - and Block Party Improvements New Brands New Music And more… We’re in week 5 of X Games San Van! Check out the mid-season blog for more details. That means you get two more weeks to complete the X Games Challenges, get your X Games gear, and throw down in the X Games San Van stadium. We’ve also reset the X Games Challenges, so get those last X Coins to complete your X Games San Van collection in the Extravert shop. Don’t forget: Keep sharing your bugs/issues so we can squash ‘em flat. Let’s dive right into the calendar. Weekly Calendar The Weekly Grind returns (that’s today!) New Weekly Tasks and X Games San Van Challenge Reset (also today!) Season 5 Reveal (Today? That’s right, also today!) X Games San Van Week 5 with Open Access (July 21 - Sept 8) Coming Up Update 0.32.0 Notes (Sept 7) Update 0.32.0 Goes Live and Season 5 Launches (Sept 8) The Weekly Grind Interviews S.U.M.R. Camp Underflips What other types of interviews would you want to see? Let us know - gameplay, tricks, world design, etc. More content from the skate. community! We wanted to share a few pieces of content that caught our eye. Remember: if you want to be featured in The Weekly Grind, make sure to share yours (screenshots, videos, clips) via skate.reel. Xpanding the X Games Street Course with some QD handplants, Credit:SpiffyAstro Gettin' some work done, Credit:Fal$e X Games Air Out, Credit:neto drm NoOneCaresWrkHrdr Part of The Weekly Grind will be dedicated to sharing the current Known Issues the team is tracking, any active deployments/fixes, and next steps. Known Issues Still Being Investigated: Some Players are unable to export in MP4 Format. Workaround PC ONLY: Using WebM format when exporting works. Pinned tasks do not remain pinned when the game reconnects after inactivity. Changing the graphics preset doesn’t update the settings shown at the bottom of the Graphics screen as it should. The option to select between 16:9 centered HUD and full-width and height UI is present but non-functional while in Windowed mode. Daily and Mastery Task sections sometimes display a blank screen. Quick Drop radial menu resets temporarily after joining the server. Tailslides and Noseslides are not correctly detected when approaching a ledge from its end. Friends list sometimes displays multiple entries of the same friend or none at all. Wallride detection often causes skater to flip unnaturally. Smith to Tailslide task often fails to register when done correctly. Sometimes the wrong item spawns when you use the Quick Drop menu to place something. X-Games Intro Video, Mission, Tasks and Challenges are missing on first login after the 0.31.5 update. Pinned tasks cycle when performing gestures. Players cannot find non-friend accounts using Skater codes. Quick Ollie/Nollie into No-Foot Grab causes leg clipping with board. Performing footplants causes extra one-foot grabs to appear in trick scoring. Some flip trick animations appear different in the Replay Editor when done by other skaters. Some specific landing animations make the skater's upper body snap upright immediately. Skateboard clips through a specific ledge in the Hedgemont area. Game intermittently fails to enter Quick drop mode from the radial menu Workaround: Hold D-Pad Left as a shortcut to enter Quick Drop mode. Traffic and Pedestrians are sometimes Present During Challenges. Workaround: Turn off Challenge Player Visibility in Settings. Gap Distance not registering correctly in block parties. Switch or nollie 360 inward heelflip rotates the skater if PS5 power saving is enabled. Workaround: Disable Power Saver for skate. Add EA Friend option is sometimes missing when using the Find Skaters option. Workaround: This should only happen if you're hovering over Requests before pressing the Find Skaters button.281Views1like0CommentsMadden NFL 27 Title Update August 26, 2026
Hi Madden fans! On the 26th of August we'll be releasing the next title update for Madden NFL 27, including updates and fixes in Gameplay, Franchise Mode, Superstar, and Presentation. Be sure to check out the full update notes at the link below! Madden NFL 27 Title Update August 26, 202633Views0likes0CommentsSeason 5
The Hub What’s in Season 5 New Area Access New Features skate.Pass for Season 5 In-Game Event Coming in Season 5 Here's a quick list of what's coming to skate. throughout Season 5. Read more below to get a full breakdown. Reminder: Some things are coming in Day 1 on Sept 8, while others will land mid-season with update 0.32.5: New area: Super Ultra Mega Resort (S.U.M.R.) Camp Mega Park New Hedgemont Street Park (Coming Mid-Season) New and Updated Tricks/Skatepedia updates: Underflips, Improved Footplants New Ways to Play: Updated Progression New Game Modes: Player Spot Battles and Block Parties QoL Improvements and Bug fixes (details coming on Sept 7, 2026 via the 0.32.0 patch notes) New Brand Partners: Converse, Baker, Deathwish, Online Ceramics, Welcome, There / Unity Updated skate.Pass with new Brand Partners Vans Season 5 Starter Pack New Tracks to the Soundtrack Mid-Season Event Season 5 Deep Dive In Season 5, we’re bringing you the best of both worlds: the hustle of San Van, plus the perfect place to leave it all behind and see where the ride takes you. Introducing S.U.M.R. Camp: a mountain getaway built for big speed and big air. Think massive gaps, expansive terrain, and brand new mega lines. Away from the city, it’s a chance to enjoy a session with killer tunes, good people, and plenty of room to ride. Back in San Van, new and updated skateparks keep the action going closer to home. The Stadium is still open to explore, with Grom and S.U.M.R. Camp just a short ferry ride away, now easier to find with the Location Selector at the San Van Ferry Terminal. Check the chart below for access windows and details for S.U.M.R. Camp, The Stadium, and Isle of Grom. As an added benefit to their pass, Season 5 skate.Premium Pass holders can access S.U.M.R. Camp early, from Sept 8 until Oct 6, 2026. From Oct 6 to Dec 1, those without skate.Premium can grab a 24-hour day pass to S.U.M.R. Camp for 500 Rip Chips (earnable through completing Challenges and Bounties). Unlimited access to The Stadium for Season 5 is also a benefit of the skate.Premium Pass, or you can get a 24-hour Day Pass for 250 Rip Chips. Isle of Grom will be General Access (skate.Premium Pass or 500 Rip Chips for a Day Pass) from Sept 8 to Oct 13, closed to prepare for an in-game event for a week, Open Access (no skate.Premium Pass or Rip Chips required) from Oct 20 to Nov 3, and then will return to General Access from Nov 3 to Dec 1. S.U.M.R. Camp (Mega Park) Located across the bay as an escape from city noise, The Super Ultra Mega Resort (S.U.M.R.) Camp Mega Park is an all-new ultra mega-park built by skaters, for skaters to support year-round Big Air skateboarding development. The expansive terrain features Rocky Ramps, Tube Mountains, Rockbottom Lodge for visitor accommodations, and a peaceful Fishing Hole for recreation (and getting a run at the Lower Bowls below). It also integrates hazardous terrain like Bloody Gulch, a challenging run built around custom-carved rock formations. Endless High-Speed Lines: Packed with massive ramps, intense speed, verticality, and over 30 unique paths down the mountain—it’s bigger and wilder than Skate 2 and Skate 3! Pure Mountain Vibes: Reject the city noise, feel the high-altitude rush, and recenter your mind with big air and huge skies stretching from horizon to horizon. Have You Seen Him? S.U.M.R. Camp Story Event City Councilor Slappy has gone missing! Work with fellow SVCC Member Izzy to uncover where Slappy went - and why - across 6 Weeks of Activities in this all-new story event at S.U.M.R. Camp. Weeks 1-3 are available in update 32.0, each unlocking progressively each week (i.e. Sept 8, 15, and 22nd) when players complete the previous week. Weeks 4-6 will arrive later in the Season during update 32.5 Players must have access to S.U.M.R. Camp to unlock the event, but it persists all season long, so it will be playable for all players once S.U.M.R. Camp enters general (non-early) access. The event will not be available after Season 5 - so make sure you hop in and see what happens each week! Blending Missions and Bounties into a single, seamless adventure where the story unfolds as you play. By delivering fully voiced narrative updates in real-time as you complete Bounties, you can stay fully immersed in the action without needing to track Missions or pause to read menus. New Hedgemont Street Park, Parry Point Park (Coming Mid-Season) Coming mid-season with update 0.32.5, the team has built the sickest new street park in Hedgemont, along Blue Light Beach, called Parry Point Park. Updates to San Vansterdam As part of the Season 5 update, S.U.M.R. Camp elements and inspiration are spilling into San Van for the Block Party, giving the plaza a relaxed, rustic makeover. Something is happening over at the old Hedgemont Community Park, as construction is kicking off in full swing. We’ll keep an eye on it and report back as the construction crews make progress. QOL Improvements Coming Sept 8, 2026, update 0.32.0 will have fixes, improvements, and tweaks; and we’ll have those patch notes for you to dive into on Sept 7, 2026. New & Improved Tricks Underflips To add more technical style to your sessions (and definitely up your steeze-factor), Underflips arrive in Season 5, and we’ve brought more than ever before! There are 16 variations of Underflips that will be available for you: Kickflip Underflip Hospital Heelflip Heelflip Underflip Impossible Underflip FS Pop-Shuvit Underflip Front Foot Impossible Underflip BS Pop-Shuvit Underflip Nollie Kickflip Underflip Hospital Flip Nollie Heelflip Underflip Nollie FS Pop-Shuvit Underflip Nollie Hospital Heelflip Nollie BS Pop-Shuvit Underflip Nollie Impossible Underflip Nollie Hospital Flip Nollie Back Foot Impossible Underflip Improved Footplants The team has continued to refine our core mechanics. For Season 5, we’ve upgraded footplants alongside a new set of Challenges and Bounties to feature them. Thanks to your feedback, we're able to keep pushing these improvements forward, with ongoing adjustments to ensure footplants feel smooth and natural across every situation in the world of skate. With the release of 0.32.0 to kick off Season 5, there will be four variants of footplants to add to your skateboarding repertoire: Judo Footplant BS Footplant FS Footplant Fast Plant Of course, as always, we’ll be updating Skatepedia so you have the info you need to master them. New Features and Modes Progression Updates As we shared in our Progression update blog, how you play, earn, and progress has gotten a major overhaul, starting with Season 5. As a quick refresher, the new Bounties system introduces Endless and Crew Bounties, while multiple progression paths and non-expiring challenges give you the freedom to play your way. You can tackle weekly Spotlight Challenges for extra rewards and continuously earn through the skate.Pass and new seasonal content. Meetups: Block Parties We were excited to test Meetups: Block Parties at the end of Season 4. After some tuning, tweaks, and improvements based on community feedback, they’re coming back to Season 5 as an official mode. (The list of fixes and improvements will drop with the 0.32.0 Patch notes coming Sept 7, 2026.) Mass-Player Social Events: Block Party is a mode that supports up to 150 players simultaneously in a casual yet competitive roaming skate contest. Seamless Opt-In: Events trigger every 30 minutes (at :15 and :45) and allow instant drop-in/drop-out participation simply by skating into the event area—no queues or sign-ups required. Dynamic Roaming Mechanics: Each event rotates across three randomized, connected locations across the city, creating a natural group parade between spots. Varied Objectives & Late Comebacks: Challenges blend street, park, and vert objectives with randomized sequences, featuring late-round point multipliers that allow for big comeback wins. Real-Time Leaderboards & Visual Crown: Tracks performance via active Round and Overall leaderboards, displaying top players alongside your immediate competition and highlighting the current round leader with an in-game crown. Bounty-Based Progression: Players earn rewards by completing accessible Block Party bounties rather than needing a 1st-place finish, ensuring rewards are attainable for all skill levels. Dropping in Season 5 with update 0.32.0, we’ll have four types of Meetups: Block Parties. Invitational - the standard Block Party Pro Comp - designed for those looking for more realistic, slower-paced competition that requires much more mastery of the trick library Mixer - social challenges that give that party vibe for the more casual, relaxed San Vanner Block Blitz - high-intensity battle in one location for those without a lot of time but want to get on that leaderboard Spot Battles With X Games San Van in Season 4, we introduced Spot Battles. In Season 5, we’re giving you control of Spot Battles through the Throwdowns menu. When you open the Throwdowns menu, you’ll have 2 options: Skate Jam (the regular throwdown) or Spot Battles. Set the size and location, then get busy! Unlike Skate Jams, when in a Spot Battle, you’ll watch the other competitors. New Brands In Season 5, we’ve partnered with some new brands that will hit the Extravert skate shop (and some you can grab through skate.Pass completion): Converse Baker Deathwish Online Ceramics Primitive Welcome There / Unity Krooked Venture Seasonal Challenges and Bounties In Season 5, we’ll have 13 new Seasonal and Event Challenges, 5 Missions, and over 300 Bounties – spread out through Daily, Weekly, Monthly, Block Party Bounties, Event Bounties, and 40 Endless Bounties. Seasonal Tuning Details Seasonal Challenge Details Season 4 Season 5 Amateur (3 Goals/Challenge) 14/Goal, 42 total 10/Goal, 40 total* *only on Isle of Grom Semi-Pro (4 Goals/Challenge) 16/Goal, 64 Total 12/Goal, 64 Total* *only on Isle of Grom & S.U.M.R. Camp, and in the Stadium Pro (5 Goals/Challenge) 18-20/Goal (based on difficulty), 90-100 Total 14-16/Goal (based on difficulty), 70-80 Total* *on Isle of Grom & S.U.M.R. Camp, and in the Stadium Semi-Pro Spotlight Challenge Reward (Tix) N/A 50 Pro Spotlight Challenge Reward (Tix) N/A 75-100 (based on difficulty) Total Possible Challenges 69 challenges, totaling 161 rotations in the season 12-22 Challenges Spotlighted for bonus Tix each week, over 150 Spotlights in the season skate.Pass Progression in Tix (Standard/Premium) 23,850 / 56,086 23,870 / 52,476 skate.Pass Total Tix for Standard + Premium 79,936 76,346 Max Earnable Tix (Bounties, Challenges, Missions, Daily Grants) 83,918* (includes OTL, Speedlines) 123,543* (includes OTL, Speedlines, Endless Bounties) skate.Pass for Season 5 Quick reminder: the skate.Pass has two tracks: the Standard (free) and Premium track - where you earn currency called “Tix” each season to exchange for items from the skate.Pass, which you can get via: Daily, Weekly, and Monthly Bounties, Endless Bounties, OTLs, Speedlines, and Special Event Bounties (including completion bonuses) Seasonal Challenges Daily grants (Premium skate.Pass only) Exchange for San Van Bucks Just like last season, there’s two bonus pages to the skate.Pass, enabling skate.Premium Pass members to earn up to 1,500 SVB (total) through completing the skate.Premium Pass. And, as an added benefit of the skate.Premium Pass for Season 5, you get unlimited access to S.U.M.R. Camp, the Isle of Grom, and The Stadium for the entire season. skate.Premium Pass can only be obtained from the in-game store during the season in which it’s released. You can complete the Standard (free) track, upgrade to the Premium track for 1,000 SVB to get access to the Premium items, or get a bigger boost with skate.Premium Pass+ for 2,000 SVB, which will give you skate.Premium, plus 4,000 Tix to begin unlocking skate.Pass items. Skate.Pass content requires gameplay and all game updates to unlock. Premium and Premium+ content also requires skate.Pass Premium or Premium+ (sold separately). So what are the rewards in Season 5? Alright, let’s dive into what’s on the table for the Season 5 skate.Pass. You’ve got 110 tiers to cruise through (12 main pages + 2 bonus pages) - 37 tiers on the Standard track and 73 tiers waiting on the Premium side. Rack up 33 free cosmetic rewards and 4 SVB tiers on the Standard track, or go full send with Premium to unlock 60 more cosmetic rewards and 13 additional SVB tiers. That’s a total of 93 cosmetic items and 17 SVB tiers if you dive all the way into the skate.Premium Pass - earning up to 1,500 SVB by the time you cross the finish line. The Season 5 skate.Pass is loaded with a ton of fresh gear built for endless sessions, including new decks, trucks, wheels, griptape, and stickers to fully customize your setup. We are also bringing fresh fits for your skater, from brand-new clothes and kicks to wild costumes, hats, fresh ink, and gestures, as well as gear from the likes of Baker, Deathwish, adidas, and Carpet Company so you can flex on the crew all season long. Top it all off with unlocks like profile banners and avatars to set the ultimate camp vibe whenever you roll through S.U.M.R. Camp! The skate.Premium Pass track is delivering an iconic reward this season: the Sumo suit! Drop in, throw your weight around, and have some fun with it. When you're rolling in this gear, you are completely bouncy - hit a car and ricochet right off! Spread-eagle off a massive drop like a giant, squishy sumo wrestler and bounce right out of your landing. Vans Starter Pack and Dem Bones Packs for Season 5 Vans Starter Pack Get ready to gear up with Vans x skate.! We’ve teamed up with Vans to bring you custom, dual-branded cosmetics that you can only get right here in skate. via the Season 5 Vans Starter Pack. These unique pieces are fully exclusive to skate. - you won't find them in any other game world, now or ever. Drop in and lock down your custom Vans x skate. gear for Season 5: a Vans x skate. Bucket hat, Vans x skate. jersey, Vans x skate. jeans, Vans x skate. Rowan 23s, and 500 SVB for just $4.99 USD. Same price as the 500 SVB bundle, but with more Vans! Dem Bones & Dem Bones Deluxe Like Season 4, we’ve got Dem Bones (Standard and Deluxe) for Season 5. The Dem Bones Pack includes the full Dem Bones cosmetic setup - costume, deck, wheels, trucks, and 3 stickers - plus the Season 4 or Season 5 skate.Premium Pass* and 2,500 SVB. The Dem Bones Deluxe Pack includes everything above PLUS the Cowboy Cosmetics set (hat, boots, shirt, jeans, trucks, 3 stickers, and 12 tattoos) along with another 2,500 SVB - bringing the total to a massive 5,000 SVB and the skate.Premium Pass. If you already purchased Dem Bones Deluxe in S4, you cannot purchase it again in S5. *Receive one seasonal skate.Premium Pass determined by login date after purchase. Must login before season end to receive the season pass for that season. See go.ea.com/skatefaq for details. Music The playlist keeps evolving. To kick off the start of Season 5, we’re bringing 17 new tracks to the airwaves of San Van. 2Hollis - Flash Jawdropped - Skully R.M.F.C. - Spectrum Junior Varsity - Cross the Street and 13 more - just to kick off the season. We'll have more hitting the playlist with our mid-season update. The complete list of new music is dropping soon, so stay tuned. Seasonal Event Our mid-season major event kicks off in October, spanning a couple of locations - including Isle of Grom. We’ll have more details to share as we get closer to get you ready. Stay tuned! Welcome to Season 5! Keep rollin’, The skate. Team105Views2likes0Comments[BFComms] Flight Camera and Controls Update
We’ve seen your feedback regarding the recent changes to jet camera behavior and controls. We started investigating this right away and found some changes that were not communicated in the Update Notes so we spent time with the design team to gather the full details along with the intent behind them. Top Gun is a big moment for Battlefield 6. Jets have historically not been the most welcoming aspect of the game while also providing some of the wildest, most amazing only-in-Battlefield moments that get shared in the community. We wanted to improve this so we developed the Airplane Control Assists which are intended to make flying more approachable for players getting started, while maintaining the Classic Controls for experienced pilots who want more direct control over their aircraft in their journey to being THE Top Gun. As part of this approach, there were fixes, changes, and improvements to make for the existing flight experience which address feedback regarding camera behavior, freelook, and handling. Here is a full list of these changes that are currently live with the Top Gun update. Flight Camera Adjusted the third-person camera pivot position to reduce excessive visual movement when rolling. Dev Note: Previously, the camera rotated around the aircraft in a way that could make the jet appear to move in a circle during rolls. The updated camera positioning reduces that effect and also helps prevent the aircraft from obstructing the camera during freelook. Fixed an issue where aim input could move in the wrong direction when using freelook with third-person camera roll disabled. Dev Note: When third-person camera roll is disabled, the camera remains oriented relative to the world. Previously, aim inputs were still being applied relative to the aircraft, which could cause aiming to move in an unexpected direction when the aircraft wasn’t level with the ground. Removed third-person camera damping that could cause the camera to lag significantly behind the aircraft, particularly while using freelook. Dev Note: Camera movement now more closely follows the aircraft, resulting in more responsive third-person aiming. It also improves alignment between where the camera is looking and where actions such as pinging or spotting are directed. Adjusted first-person camera positioning to provide improved visibility, particularly while using freelook. Dev Note: The updated position reduces how much of the screen is obstructed by cockpit elements, particularly when looking upward or to the sides. This is especially noticeable on aircraft such as the F-39E and SU-57. Flight Handling Note: The yaw adjustment below is the only change made to how the existing jets actually fly. Pitch and roll rates, other lift curves, thrust, weight, and other flight physics remain unchanged. Adjusted rudder and body lift to improve yaw responsiveness and allow aircraft to fly at higher sideslip angles. Dev Note: This addresses longstanding feedback that yaw could feel too stiff and gives pilots more ability to adjust their aim left or right without needing to roll the aircraft. Added throttle-splitting support for twin-engine aircraft using the brake and afterburner input combination. Dev Note: This functionality is used by the F-74A Seacat and F/A-81F Super Spectre. Supporting it required a broader change that now allows afterburner to be activated while brake input is being applied. This update is not the end of our work on jets. We’ll continue monitoring feedback to determine where we can make targeted updates to jets in the future.46Views0likes0Comments