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 - 13183297422Views2likes39CommentsBattlefield 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
126Views1like6CommentsBattlefield 6 - Community Update - Looking Ahead to Season 2
Hey everyone, Season 2 is almost here. Before it goes live, we wanted to share an update on what’s coming this season, along with what we’re already working on beyond its launch, based on what you’ve been discussing across the Battlefield community. Significant Updates Coming in Season 2 The first content update of Season 2 introduces Contaminated, a new map designed to deliver focused combat with multiple pathways and flanking opportunities. Arriving with it is a Limited-Time Mode that, as seen in our recent story trailer, expands Battlefield 6’s narrative and introduces a new element of tactics in the fight against Pax Armata. There’s more variety coming later in the season with a new high-intensity map and a Limited-Time Mode that will require players to battle through an underground base covered in darkness. In addition to new content, Season 2 brings a wide variety of updates and fixes. Some of the key areas of improvement include: Progression Improvements: - Broader Challenge Parameters: Challenges have been streamlined by reducing the emphasis on highly mode-specific challenges, removing the daily sidearm challenge from regular rotation, and expanding criteria like allowing assists to count toward Daily Challenges. We’ll continue to closely monitor completion rates and adjust challenge criteria where they feel too restrictive. - Faster Battle Pass: Battle Pass progression has been adjusted to be more rewarding this season. This includes recalculating how Battle Pass Tokens are earned from Career XP, allowing you to earn progress more quickly through regular gameplay and Weekly Challenges. - More Rewarding Progression in REDSEC: Career XP and Weapon XP earn rates have been increased in Battle Royale and Gauntlet, helping progression feel more balanced between REDSEC and Battlefield 6 experiences. - Career Reward Rebalance: Career and Battle Pass Boosters were added to some earlier Career ranks, particularly to better support players who focus on REDSEC. This change helps progression feel meaningful even when standard Career unlocks, such as gadgets, throwables, and loadout slots, don’t provide direct benefits in Battle Royale or Gauntlet. Weapon Balance and Recoil Improvements: Recoil compensation has been made fully consistent, resulting in more predictable and reliable weapon handling. Building on this, automatic weapons have received a broad tuning pass to reinforce role clarity and ensure weapons feel appropriately distinct across different combat distances. Player Movement: Soldier movement has been improved to feel more predictable and readable in fast-paced combat. This includes updated acceleration curves, smoother vaulting and ladder transitions, and fixes that reduce visual inconsistencies or unexpected behavior during traversal and close-quarters interactions. Audio Improvements: Audio has been polished to improve clarity and reliability during matches. This includes clearer cues for movement and interactions to help with positioning, better handling of overlapping sounds, and more dependable playback of critical audio in busy combat scenarios. Continued refinements and improvements are already in the works for later in the season as well. We’ll be sharing more details on the season’s content with a full Season Roadmap at the end of the week, followed by complete Update Notes covering all changes. We’re excited for you to jump in and start playing as soon as Season 2 goes live. Ongoing Development Focus At the same time, we’re working on a clear set of gameplay improvements that will continue rolling out over the course of the season and beyond. Current areas for improvement that are in active development include hit registration and netcode, ongoing recoil review, visibility, the ping system for map locations, and additional audio improvements (i.e. footsteps). We are targeting some of these improvements to be tested in Battlefield Labs for player-driven iteration, and will be included throughout upcoming game updates once they are validated. There are additional areas under review that we’ll provide more details on as decisions are finalized. Battlefield Labs Battlefield Labs continues to be a critical part of how we test, iterate, and validate gameplay changes alongside the community. As we move into Season 2, Labs will remain focused on combat feel, consistency, and balance. We recently tested the new Contaminated map together with a new gameplay feature with players in Battlefield Labs. These playtests helped us better understand how the feature impacted moment-to-moment decision-making and player comfort during combat, and based on player reactions we made a series of adjustments to ensure it's better prepared for the launch of Season 2. We are also planning to test our Time-to-Kill (TTK) tuning, with a focus on improving combat readability and consistency. The goal of this work is to require stronger aim accuracy and firing discipline in order to achieve the fastest TTK. As part of this work, we’re looking at elements such as limb multipliers, headshot damage, and the cost of ammunition types that enhance headshot effectiveness. Golmud Railway Testing We recently started some initial, focused Battlefield Labs play sessions on the Golmud Railway map, which will arrive in Battlefield 6 in an upcoming Season. As we mentioned in our previous blog, this version of the map is not a one-to-one copy but instead being reworked and adjusted to best fit the experience of Battlefield 6, and early impressions show that players are already picking up on the differences in this new interpretation. Initial reactions have been positive, particularly around the overall scale and flow of the playspace. Players noted that the map feels familiar while still offering something new, including improvements to the northern town area and added cover that better supports infantry movement and engagements. As with all Battlefield Labs content, Golmud Railway is still in active development. Some elements, such as the train that runs through the map, were not fully functional during the first session, but work is already underway to bring these features back for future sessions. We’ll continue testing Golmud Railway with our BF Labs participants and aim to provide updates in the future as the map continues to evolve. REDSEC Updates We recently introduced a change that ensures players drop a minimum of two armor plates upon death. Building on that, we’re planning to increase overall armor availability in Season 2 by adding a chance for additional armor plates to spawn in Class Crates. This is intended to improve pacing and survivability across matches, particularly in situations where armor plates can feel scarce as a match progresses. We’re also making additional changes to the availability of Vehicle Keycard rewards. Tanks are a core part of what makes REDSEC unique, and we want players to have meaningful access to them. At the same time, having multiple tanks active for a single team should be rare and earned. To support this, we’re introducing a cooldown on Vehicle Keycards as a mission reward after one is successfully acquired, making it significantly harder to chain tank access back-to-back. As these changes go live, we’ll monitor how they perform and will share more details on additional REDSEC improvements in a separate update. Community Highlights Alongside of featuring community-made Portal experiences in-game, here are a few additional experiences from the community that we have been thoroughly enjoying, and think you should check out: BF Craft Created by: Yujei Experience Code: Z1AHQ It’s TDM with base building! Switch to a weapon to select a fortification, then interact to place it. Battleburg ATV Obstacle Course Created by: royzagaming Experience Code: YK8TD The first extreme ATV course featuring rock gardens, jumps, and its very own labyrinth. We highly recommend using the Engineer class, as you will need it. Hot Potato Created by: Choanie Experience Code: ZEQ3W Run for your life in this deadly game of hot potato! One player has a blowtorch and must tag someone before they explode. Everyone else is defenseless. Timer starts at 60s, decreasing each round. The last survivor wins. Recently, we featured BellumI988’s Portal remake of Operation Metro (experience code ZYDGB). We had a blast jumping into the meat grinder with players. If you haven’t checked it out yet, we recommend getting your squad together to play! Portal Protip: If you notice longer load times on your experience, and don’t have bots active, we recommend disabling “Support AI Navigation” on the web builder. This will support faster load times, especially if the combat area is large. Closing Thank you for continuing to share your experiences with us, and we look forward to sharing more details with you nearer to Season 2 and beyond. If you have any bugs to report, share them on our EA forums, and join our community and connect with us on our Battlefield Discord. Thank you for playing, and we will 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.403Views3likes6CommentsBATTLEFIELD 6 GAME UPDATE 1.2.1.0
BATTLEFIELD 6 GAME UPDATE 1.2.1.0 Season 2 begins February 17th with Game Update 1.2.1.0, introducing a new map, limited-time modes, the Little Bird helicopter, weapons, gadgets, and progression to Battlefield 6. At 09:00 UTC, players will be able to download the update, with Season 2 challenges becoming available. At 12:00 UTC, all Season 2 content goes live, including new game modes, map, weapons, tiles, the Battle Pass, and additional progression content. New Map: Contaminated A large-scale European mountainside battlefield set around a strategic German airbase. Supports all combat sizes Includes land vehicles and helicopters Available across Conquest, Breakthrough, Escalation, Squad Death Match, and Strikepoint New Limited-Time Modes Season 2 introduces a set of limited-time experiences built around VL-7, a new psychoactive smoke weapon spreading across multiple battlefields. As contaminated zones emerge, squads must adapt their tactics, manage masks and filters, and fight for control in increasingly hostile environments across multiplayer, Battle Royale, and Gauntlet. VL-7 Strike: A limited-time mode where the psychoactive smoke VL-7 spreads across select areas in multiplayer and REDSEC. Players must use masks and manage their filters carefully, as running out will leave them exposed to VL-7’s disorienting effects. Battle Royale - Synthesis: Smoke engulfs Fort Lyndon, transforming the battleground. Fight and loot within contaminated zones while securing masks and filters to survive the smoke’s effects. Gauntlet: Altered State: Gauntlet returns with a new twist. Squads compete in a knockout-style elimination format while navigating psychoactive smoke and racing to complete missions under pressure. New Vehicle AH-6 Little Bird: The iconic attack helicopter returns for NATO forces, offering high mobility and lethal firepower in skilled hands. New Weapons M121 A2: A belt-fed machine gun delivering high damage, especially effective at close range. GRT-CPS: A semi-automatic designated marksman rifle designed for mid- to long-range engagements, featuring a high-capacity magazine for sustained fire. VCR-2: A short-range assault rifle with a rapid rate of fire, built for intense close-quarters combat. New Gadgets 9K38 IGLA: A lock-on, anti-air missile launcher that requires active guidance from engineers to stay on target. Provides superior missile maneuverability to adept users. HTI-Mk2: A short- to medium-range Recon device that can detect and reveal enemy gadgets, overload recon drones, and neutralise incoming rockets. Protective Mask: Essential equipment for contaminated zones, protecting players from psychoactive smoke. Additional filters can be acquired and equipped to extend protection time. Battle Pass & Progression Season 2 Battle Pass: Instantly unlock 6 rewards and progress through 4 themed paths featuring new hardware, weapon packages, soldier skins, XP boosts, and more. Complete all paths to unlock the Ultimate Path. BF Pro: In addition to the regular Battle Pass, BF Pro includes 6 instant unlocks, 25 tier skips, BF Radio, Portal Server Hosting, and access to an exclusive bonus path with additional tactical rewards. Game Update 1.2.1.0 delivers over 240 gameplay improvements and quality-of-life fixes across nearly every part of Battlefield 6. These changes are shaped by community feedback and real match data, with a focus on improving weapon handling, movement, vehicles, gadgets, UI, audio, and overall gameplay reliability. This update continues our ongoing commitment to improve consistency and reliability across the core Battlefield experience. Major Updates for 1.2.1.0 Weapon Balance and Recoil Improvements: Delivered a broad recoil tuning pass across automatic weapons, alongside targeted balance fixes to improve consistency, role clarity, and long-term weapon handling. Movement and Traversal Fixes: Improved soldier movement predictability with refined acceleration, slide and jump behaviour, smoother vaulting logic, and improved ladder animations in both first- and third-person. Vehicle and Gadget Reliability: Resolved multiple issues affecting vehicles and gadgets, including anti-vehicle interactions, drone behaviour, deployables, and vehicle damage feedback. Maps and Mode Fixes: Addressed numerous map exploits, traversal issues, capture logic problems, and world reset bugs across Conquest, Breakthrough, Strikepoint, Gauntlet, and other modes. UI, HUD and Progression Polish: Introducing a new stat screen in the Player Profile, as well as Improved clarity and reliability across the HUD, Battle Pass, challenges, End of Round flow, matchmaking, and party systems. Portal Stability and Tooling Updates: Fixed a wide range of issues affecting Portal creation tools, scripting, mutators, assets, exploits, and server stability. Audio, Visual and Stability Improvements: Improved audio reliability, visual consistency, cosmetic presentation, and overall game stability across platforms. AREAS OF IMPROVEMENT As part of Update 1.2.1.0, we've made improvements to both how recoil behaves at a system level and how recoil is used to balance automatic weapons. Since launch, recoil compensation could feel inconsistent in certain situations. In some cases, the amount of aim input required to counter recoil did not reliably match the recoil being applied, which could make weapons feel harder to control than expected. While improvements were made during Season 1 to reduce the most extreme cases, some inconsistency could still be noticeable during regular gameplay. With this update, recoil compensation has been made fully consistent, ensuring that the aim input required to counter recoil now correctly matches the recoil applied. This results in more predictable and reliable weapon handling. Separately from this systemic fix, we've also made a broad recoil tuning pass across automatic weapons. Recoil is one of the main ways we balance weapons across different engagement distances: higher-damage weapons are intentionally harder to control, while lighter weapons trade raw power for ease of use and consistency. Over time, we saw this balance starting to drift once we looked at how these weapons were actually being used in live matches across common combat ranges. This tuning pass brings recoil behaviour back in line with each weapon's intended role. You should expect automatic weapons to feel more consistent and better differentiated across ranges, with higher-impact weapons demanding more control and positioning, while others remain reliable and forgiving in closer engagements. CHANGELOG PLAYER: Adjusted the acceleration curve of slide and jumps to better account for the player's speed when entering a slide or a jump. All squad members now display animated health icons when downed, clearly indicating who is able to revive you. Fixed a matchmaking error that could occur when a player left the party while the party leader was already in a match. Fixed a movement extrapolation issue that could cause other soldiers to appear jittery when traversing uneven terrain or changing states. Fixed a rare issue where melee could become unusable if switched to immediately after being revived. Fixed an issue where a player’s legs could clip through thin walls or objects when backpedalling into them. Fixed an issue where a soldier could become invisible and continue moving after dying in a swimming pool. Fixed an issue where a victim’s facing direction could be briefly incorrect when starting a melee takedown on a prone target. Fixed an issue where accepting a squad invite on Xbox could unintentionally select a highlighted tile in the main menu. Fixed an issue where Battle Pickups would sometimes be dropped after being revived. Fixed an issue where deployable Gadgets could be used while on a zipline. Fixed an issue where equipping a camo skin on one vehicle could cause vehicle thumbnails or icons to incorrectly appear camouflaged across all vehicles. Fixed an issue where melee animations could break when initiated immediately after exiting a vehicle in first-person. Fixed an issue where revived players could occasionally receive an unintended weapon state. Fixed an issue where soldiers could be launched unexpectedly when entering a ladder positioned above the camera. Fixed an issue where stickers were not applied correctly on the War Wolf Legendary weapon package for the L85A3. Fixed an issue where the left hand could be seen floating while doing a takedown with the knife equipped. Fixed an issue where the selected player patch could appear duplicated and incorrectly placed on the backpack when using the Veritas Epic skin. Fixed an issue where the Spiteful Mirage skin was missing hair during the End of Round flow. Fixed an issue where the Thunder Engineer skin did not focus the camera on the correct uniform patch location. Fixed an issue where the uniform patch appeared twice on the Peregrine Sniper Epic skin. Fixed an issue where the Wraith Recon skin could become partially transparent in first-person view when starting a match in King of the Hill. Fixed an issue where unlocking characters via the Battle Pass deeplink would not correctly unlock the character. Fixed an issue where unlocking the Brodie character via the Battle Pass deeplink would not correctly unlock the character. Fixed an issue where vaulting onto a vehicle could sometimes destroy it and launch the player unexpectedly. Fixed an issue where weapon pose could fail to update correctly when firing while sprint-jumping. Fixed an issue where weapon switching after being revived could leave players without a usable weapon. The game now prioritises equipping a weapon with available ammunition. Fixed case scenarios where it would sometimes be possible to grab ledges much higher than intended with vault grab Fixed duplicate naming for some of the weapon charms. Fixed excessive mud weathering on the Two-Faced Epic skin’s character model. Improved first-person ladder animations for entering, climbing, and exiting. Improved foot placement when climbing ladders. Improved predictability and consistency of player movement with new acceleration curves instead of linear accelerations. Those updated accelerations retain responsive movement while allowing micro-adjustments of movement (i.e. to peek corners) and ensure that other players' movement looks more correct to improve the quality and predictability of gunfights. Improved the transition of the soldier’s lower body in first-person view when stopping movement. Improved third-person ladder animations, including hand and foot placement on ladders. Improved vault detection near overhangs while airborne. Made animation and logic improvements to vaulting over medium-sized obstacles, refining momentum and smoothing transitions into movement. Prevented players from vaulting back onto the same ladder when jumping down backwards from it. Reduced the intensity of hit reactions while on fire to improve visual clarity during combat. Reduced the maximum slide impulse length by 25% to improve balance and readability during fast movement. Updated the Winter Warning cosmetic to better align with Battlefield’s visual identity. VEHICLES: Disabled angle-based damage mitigation on the Traverser Mark II to better reflect its lighter armour profile. It now takes consistent damage from all directions. Fixed an issue where attack helicopter rocket trails could disappear when firing at long distances. Fixed an issue where helicopter rotary cannon tracers could sometimes originate behind the muzzle. Fixed an issue where jet throttle input could remain active after ejecting from the aircraft. Fixed an issue where tank turret aiming speeds differed between first-person and third-person zoom views. Fixed unreliable bullet collision on Anti-Air vehicle radar dishes. Reduced muzzle flash intensity on Anti-Air Tanks and stationary Anti-Air weapons when zoomed in. You can no longer move vehicles forward or backward while the Big Map is open, preventing input conflicts with map zoom controls on controllers. GADGETS: Fixed an issue where Anti-Tank Mines could fail to deploy correctly in first-person view. Fixed an issue where attached M4A1 SLAM AV Mine explosives on the XFGM-6D Recon Drone did not correctly affect battery life or top speed. Attached explosives now behave consistently and detonate when the XFGM-6D Recon Drone is destroyed. Fixed an issue where the RPG-7 and the MBT-LAW launchers would be inaccurate if fired right after the zoom transition is completed. Fixed an issue where the Smoke Grenade was missing from the Support class Loadout #2. Fixed an issue where the XFGM-6D Recon Drone could be destroyed when its operating soldier was downed. Fixed an issue where the CSB IV EOD Bot could instantly regain an ammo charge when destroyed. Fixed an issue where the LTLM II Portable Laser Designator could prioritise already-painted targets instead of the vehicle being aimed at. Fixed an issue where the Repair Tool torch flame video effect was misaligned in third-person view using non-default FOV values. Fixed an issue where the Repair Tool would not repair vehicles when targeting glass components. Fixed an issue where the RPG-7 could fire unintentionally when switching weapons after releasing the trigger. Fixed a bug that prevent the player from returning properly to the previous weapon after throwing a supply pouch and would keep throwing more supply pouches Improved consistency when destroying Anti-Tank Mines and M4 SLAM AV Mines with explosives. Clearing out minefields should be easier and more consistent using a tank. Improved consistency of Defibrillator revives detection on stairs and uneven terrain. WEAPONS: Adjusted in-world spotting range when firing a weapon without a suppressor or flash hider, reducing it from 75 to 54 metres. Adjusted minimap spotting range when firing suppressed weapons, increasing it from 15 to 21 metres to better align with intended balance. Fixed consistency with recoil compensation, making sure that the amount of aim input needed to compensate for recoil matches the amount of recoil. Fixed a visual issue with the standard fire mode on the SL9 being incorrectly set to safe; it is now set to full auto by default. Fixed an issue where locked weapon skins could be used in the Firing Range. Fixed an issue where shooting the first target dummy could generate particle effects at the player’s position. Fixed an issue where the 5 mW Green Laser was too expensive to equip on the DRS-IAR. Fixed an issue where the Flashlight could appear slightly misaligned when equipped on the MP5. Fixed an issue where the LA-23 Laser pad could appear floating when equipped on the RPKM. Fixed an issue where Scope glints and laser sight lens flares would be visible through the cover of smoke grenades. Fixed inconsistent knife melee timing to improve reliability during close-quarters combat. Fixed multiple weapon attachment visual issues, including lasers, flashlights, and optic alignment. Fixed the LMR27s Fast 15- and 20-round magazines not reducing reload time as intended. Fixed the SGX RO-M 1.75x sight to function consistently with other weapons. Fixed visual issues with bolt-action rifle animations, including intrusive ADS motion and incorrect finger placement. Improved scope glint orientation at long distances so enemy aim direction is more accurately telegraphed. Knife takedowns against enemies who are prone on their back now correctly connect with the defender. Reduced the Mini Scout muzzle velocity from 880 to 800 m/s. Reduced the Mini Scout limb damage to better align with lower-torso damage values. Updated the M433 Level 50 Mastery Package to use the correct magazine mesh. Updated the Range Finder custom zeroing to not apply its effect instantly; it now requires a short delay before taking effect. Updated player-facing descriptions for non-sniper grippod attachments to better reflect their gameplay effects. Updated player-facing name of the TR-7's fluted barrel to match the formatting of its other barrels. Weapon Recoil Tuning: Adjusted recoil behaviour across automatic weapons to better reflect real combat ranges and ease-of-use expectations, improving ranged consistency while preserving intended weapon roles. AK-205: Adjusted recoil behaviour to better match expectations for a 5.45×39mm weapon, with minimal impact on overall handling. B36A4, L85A3, M433, SOR-555 MK2: Reduced recoil randomness, improving consistency and effectiveness at longer ranges. DB-12: Increased rate of fire and faster pump action to improve reliability in close-quarters combat. L110: Reduced recoil to reinforce the handling differences between belt-fed Machine Guns and Assault Rifles. LMR27: Increased damage at close to mid ranges to better reward accurate headshots. M123K: Reduced recoil to improve sustained-fire control and reinforce its role as a belt-fed Machine Gun. M277: Reduced recoil, improving effectiveness at range. M417 A2, QBZ-192: Reduced recoil randomness to ensure they remain competitive relative to updated Assault Rifles. PW5A3, SGX: Increased recoil, making them slightly harder to control and less precise at longer distances. PW7A2, USG-90: Adjusted recoil behaviour to improve effectiveness at range while slightly increasing handling difficulty up close. SCW-10: Increased recoil to reduce effectiveness at range and reinforce its close-quarters role. SG 553R: Increased recoil to limit effectiveness at range and better align with its strong close-range performance. SOR-300SC: Adjusted recoil to ensure it remains competitive alongside updated Assault Rifles. MAPS & MODES: Added Rush as a new mode to Mirak Valley. Fixed an issue in Escalation on Operation Firestorm where vehicles would not spawn at HQ as intended. Fixed an issue in Squad Deathmatch where locked squads could cause the scoreboard to appear partially empty. Fixed an issue in Sabotage where attackers could reach elevated positions and spawn-camp the defending team on Blackwell Fields. Fixed an issue in Sabotage where attackers could spawn within direct line of sight of defenders when deploying at HQ on Blackwell Fields. Fixed an issue on Siege of Cairo where players could reach the top of buildings in Sector D3 using the Deployable Cover gadget. Fixed missing water and visual issues in several swimming pools across Eastwood. Manhattan Bridge Fixed an issue where destroying a garage by D objective could trigger a whiteout effect across the map. Fixed an issue where destroying an office building by F objective could incorrectly trigger a blackout and cause other players to see random colors and bright lights across the map. Fixed an issue where destroying parts of a plaster ridge at C objective could expose occlusion problems, causing large sections of the map to disappear when viewed from certain positions. Fixed an issue where players could stand on top of the bridge, creating unintended gameplay advantages. Fixed an issue where points of interest on the minimap were incorrectly labelled as “Dumbo” instead of Manhattan Bridge. Empire State Fixed an issue where players could capture Point B (Sector 2) on Breakthrough from an unintended upper floor. Fixed an issue where players could place the Assault Ladder on invisible collision near the NATO HQ. Fixed an issue where players could reach unintended areas above the D flag after being launched into the air. Strikepoint Fixed an issue on Liberation Peak, Operation Firestorm, and Iberian Offensive where multiple world and vehicle assets would not restore correctly after the halftime world reset. Fixed an issue where matches could end prematurely when teams were tied at 5:5. Fixed an issue where players joining a match late could spawn under the map. Fixed a rare issue where a wiped team could be incorrectly awarded a point. Added the Scout Helicopter to the following maps and modes: Conquest Manhattan Bridge Operation Firestorm New Sobek City Mirak Valley Escalation Manhattan Bridge Eastwood Operation Firestorm New Sobek City Mirak Valley PROGRESSION: Battle Pass Tokens are now earned more quickly through Career XP and Weekly Challenges, allowing for faster progression through regular gameplay. Fixed an issue where rerolling challenges could become unavailable when switching between the Battle Pass and Daily Challenges. Fixed an issue where the assignment tracker did not correctly track missions from the Unit page. Fixed incorrect tracking for multiple weekly and assignment-based challenges. Fixed multiple issues with challenge criteria displaying or progressing incorrectly across REDSEC Gauntlet and Weekly Challenges. Fixed incorrect progress display for Week 2 challenges. Fixed an issue where exploration assignments could complete with fewer actions than intended. UI & HUD: Engineer icon changed to improve readability and make role more clear based on community feedback. Fixed a localisation issue where the Loadout Zeroing and Attachment prompts could overlap in several languages. Fixed an incorrect icon for the M3A3 Bradley. Fixed an issue causing Field XP UI animations to trigger too frequently. Fixed an issue causing low minimap shadow quality and rendering artefacts on some multiplayer maps. Fixed an issue on PC where the Big Map displayed keyboard and mouse icons even when using a controller. Fixed an issue where Battle Pass points earned from weekly missions were not reflected correctly on the End of Round screen. Fixed an issue where Battle Pass progression tokens were not updating correctly on the End of Round screen after completing Bonus Paths. Fixed an issue where closing the pause menu from the Deploy Screen using a controller could immediately reopen it. Fixed an issue where completed assignments could appear incorrectly sorted as completed on the End of Round screen. Fixed an issue where equipping or previewing gadgets and melee weapons could cause them to appear under the vehicle section in the Loadouts screen. Fixed an issue where locked Battle Pass rewards could appear stuck in the Loadout screen after navigating back from the Battle Pass. Fixed an issue where mortar hit indicators and damage numbers were not displayed correctly. Fixed an issue where the Big Map and scoreboard button prompts were missing in Gauntlet End of Round screens. Fixed an issue where the crosshair could briefly display incorrect spacing when switching weapons. Fixed an issue where the gunner seat aiming indicators on attack helicopters remained static while the helicopter was moving, leading to incorrect aiming feedback. Fixed an issue where the “Go to Store” button prompt was not functional for vehicle customization on PlayStation 5. Fixed an issue where item previews could persist after exiting Store bundles. Fixed an issue where item rotation and zoom could shift to other items when rapidly switching during inspection. Fixed an issue where the Free-to-Play tutorial for custom loadout access did not trigger correctly under certain conditions. Fixed an issue where the map could flip back and forth when rolling an aircraft. Fixed an issue where the resupply message was not visible even when resource indicators were enabled in settings. Fixed an issue where the revive in-world icon for squadmates could disappear too early. The icon now remains visible until the player is fully dead and no longer revivable. Fixed an issue where the “Show Game Mode Events” option did not function correctly when disabled. Fixed an issue where the “Stay with Squad” option was missing from the End of Round screen. Fixed an issue where the “Steady Aim” prompt unintentionally appeared on Designated Marksman Rifles; it is now shown only on bolt-action rifles. Fixed an issue where the tank damage screen effect would not properly cancel when exiting the vehicle. Fixed an issue where the “Tracked” section could display an incorrect number of tracked missions. Fixed an issue where UI elements could overlap or misalign during fast menu navigation. Fixed an issue where weapon package deeplinks did not navigate to the correct challenge tile. Fixed duplicate ladder indicators appearing on the jet HUD. Fixed enemy lock-on in-world icons displaying incorrect state colours when targeting vehicles. Fixed missing deeplinks for Dog Tags unlocked via challenges or through the Store. Fixed missing or incorrect icon art for several assignment and unit challenge rewards. Fixed inconsistencies between Battle Pass progression shown on the End of Round screen and the Battle Pass menu. Fixed incorrect unit descriptions for select NATO and Pax Armata forces. Fixed missing high-definition feedback when the Phalanx HQ Defence destroyed incoming projectiles in Conquest. Fixed missing or incorrect game mode tiles appearing on launch or after finishing a match. Fixed multiple issues causing in-world icons to flicker, including look-at, occlusion, and delayed occlusion updates. Fixed new reward markers not resetting correctly when switching between Season and Bonus Paths. Fixed player pickup request icons not displaying correctly. Improved readability of missile intercepted indicators. Improved the revive in-world progress bar to more closely match the downed player’s screen, reducing the gap where a revive was no longer possible but still appeared active. Reduced delay of UI hit indicators showing up when a hit has been confirmed. Reorganised killer information on the kill card to improve readability. Season 2 introduces a new stat screen in the Player Profile, featuring Career Total, Career Best, and Accolade stats. Each of these three screens showcases a variety of detailed statistics. The Career Total stats header includes both overall totals and breakdowns by game mode, while Career Best stats are tracked for both "In a Match" and "In a Life" categories. SETTINGS: Added an accessibility option for flash and stun grenades that replaces the white flash effect with a black screen effect, reducing sudden brightness while preserving gameplay impact. This option can be enabled in the Accessibility settings. PORTAL: Fixed a memory leak that could occur when specific scripting events were triggered repeatedly. Fixed an exploit that allowed players to farm excessive XP by repeatedly destroying AI-spawned vehicles. Fixed an issue where Battle Pickups spawned via Loot Spawners were missing minimap and big map icons. Fixed an issue where certain rules events triggered at incorrect times, including capture point enter/exit events. Fixed an issue where experiences in the “In Review” state could not be edited or deleted. Fixed an issue where modifying reinforcement multipliers could cause incorrect ticket counts to be displayed during sector progression. Fixed an issue where players could be reassigned incorrectly or prevented from deploying when squads reached maximum size. Fixed an issue where players could create AFK farming experiences that bypassed intended progression limits. Fixed an issue where players could not report a server while in the redeploy screen. Fixed an issue where Portal Sandbox displayed an incorrect map size in map rotation. Fixed an issue where removing all maps from a map rotation could cause the editor panel to disappear. Fixed an issue where spawning ammo via Loot Spawners had no effect. Fixed an issue where the Export button displayed a placeholder icon. Fixed an issue where users could bypass editor limits by importing modified workspaces. Fixed asset conflicts and errors that could appear when uploading or editing certain maps. Fixed incorrect Front End indicators related to limited-time events. Fixed incorrect map availability and categorisation for Custom Portal modes. Fixed incorrect or lingering UI elements related to respawning, squad reassignment, and mission flow. Fixed incorrect or missing tooltips, placeholder text, and untranslated labels in the Web Editor. Fixed issues that could lead to very long loading times for some Portal experiences. Fixed issues where certain assets could cause players to be returned to the Front End when hosting experiences. Fixed issues where certain gadgets, weapons, vehicles, and Battle Pickups were missing from restriction settings or did not respect configured restrictions. Fixed issues where strike package markers, beacon indicators, and objective icons could behave incorrectly across sessions. Fixed issues where values entered for certain seasonal and environmental mutators were not saved correctly. Fixed issues with Rules Editor lists being scrambled or inaccurate when selecting weapons, gadgets, or ammo. Fixed issues with scripting functions and nodes, including incorrect vector calculations, squad lookup limits, and long-running player events stopping unexpectedly. Fixed missing maps, assets, and set dressing in the Portal SDK, including Season 2 content and winter environment assets. Fixed missing or incorrect indicators for heat warnings, second chance states, and beacon pulses. Fixed multiple issues in the Portal Web Editor where weapons, gadgets, vehicles, and maps were missing, incorrectly categorised, or displayed with placeholder names, images, or meshes. Fixed multiple mutators that had no functionality or incorrect default values, including reinforcement, health regeneration, zoom snap, passenger seat, and verification-related settings. Fixed multiple placeholder or low-resolution vehicle and object meshes appearing when placed in Portal experiences. Fixed rare server hangs affecting Linux-based Portal servers. Fixed server log spam related to loot physics and proximity systems. Updated and replaced several Battle Royale and Portal-related challenges that were no longer functioning as intended. AUDIO: Fixed an issue where pinging a Vehicle Supply Crate did not trigger the correct supply voice-over line. Fixed audio stuttering when vehicles are sabotaged using the Repair Tool. Improved audibility of enemy ziplines and parachutes, as well as friendly blowtorches, when many sounds are playing. Improved audio obstruction for vehicles, weapons, and soldier footsteps by refining sound source positioning. Improved clarity of distant enemy footsteps by better aligning layered audio content. Improved panning for close non-player footsteps at very short distances. Improved reliability of multiple sound effects under heavy load, including defibrillators, blowtorches, ziplines, and parachutes. NETWORK: Fixed rare cases where the game could become unresponsive after reconnecting network cables during gameplay or while accepting invitations on Xbox Series consoles. REDSEC PLAYER: Fixed an issue where dying with a Data Drive could prevent the Extraction mission from progressing. Fixed an issue where in rare cases soldiers could take higher than intended damage when wearing armor. Fixed an issue where mission completion rewards could fail to drop correctly if the player initiating the mission was killed just before completion. Fixed an issue where the deploy input during Battle Royale insertion was not triggering consistently. Fixed an issue where the party leader would be returned to the Front End after selecting Stay with Squad in Battle Royale Duos. VEHICLES: Added the Traverser Mark II to select Large, Medium, and Small Gauntlet layouts. Fixed an issue where the weapon could rotate incorrectly in first-person view when using the Traverser Mark II Remote Weapon Station. Fixed an issue where incorrect or missing crosshairs could appear for side passengers in the Traverse Mark II. WEAPONS: Improved attachment setups for M4A1, M277, SVDM, Mini Scout, UMG-40, and 18.5KS-K, ensuring these weapons use their intended attachments and are better balanced when found as loot. CALL-INS: Fixed an issue where the UAV call-in sound effect could continue playing if the action was cancelled by vaulting. Increased the drop speed of Custom Weapon Drops, Supply Drops, and Mission Rewards after being spawned in the air. Introducing a new, limited, tactical Strike Package, allowing players to call in a volley of gas discharging artillery shells on a targeted location of the map. This Strike offers a unique way to disrupt and deny key areas to enemies. MAP: Fixed an issue where tanker container ramps could clip through large deployables; ramps now correctly damage or destroy objects and vehicles when lowering. Fixed multiple terrain and object placement issues. PROGRESSION: Fixed an issue where Battle Royale “Special Forces Operator“ Challenge rewards were not granted correctly. UI & HUD: Fixed an issue where strike package map markers would not disappear when joining a Gauntlet session right after playing a Battle Royale match. Fixed an issue where the Clear Ping action did not work with default controller bindings. Battle Royale Fixed an issue where helicopter insertion flight paths on the Big Map could become misaligned when the helicopter or endpoint icons were off-screen. Fixed an issue where the Decryption Beacon displayed an incorrect texture. Fixed an issue where the loot feed could incorrectly increment the number looted when picking up the same item repeatedly. Fixed an issue where players could toggle flashlight and laser attachments while navigating the inventory. Fixed an issue where the UAV icon was too small on the minimap and big map. Fixed multiple issues with the Second Chance UI, including incorrect timers, widgets persisting after squad wipes, and incorrect visibility when players left the match. Removed outdated soldier voice-over lines referencing “supply drops” when pinging crates or supply vehicles. Gauntlet Fixed an issue where the Beacon Pulse icon could appear too far away when first picked up by an enemy. Fixed an issue where the countdown icon on the Mobile Respawn gadget could disappear too early. Fixed overlapping UI elements when rapidly exiting the Edit Loadout menu. Fixed overlapping UI elements where “Random Deploy” could appear behind class selection buttons on the redeploy screen. AUDIO: Fixed an issue where dropped items would not correctly play pickup sound effects. Fixed missing collision sounds for dropped ammunition. Improved reliability of audio feedback for UAV call-ins and mission-related interactions. 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.270Views1like3CommentsBattlefield 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.48Views1like0CommentsBattlefield 6 and REDSEC Challenge Guide: Year of the Horse, (Feb. 17 - Mar. 3)
Happy New Year! Even if you do not observe today as the start of the new year, we are excited for you to join us and the community in celebrating the Year of the Horse. On February 17, 2026, the day of the Season 2 Update for Battlefield 6 and REDSEC, a new challenge set will be available for all players to complete until March 3, 2026 (at 12 p.m. UTC, 4 a.m. PT). Learn more about this challenge set, as well as Free Daily Red Envelope Gifts and more to celebrate the Year of the Horse. 👉 You can find the full breakdown of rewards, challenge details, and completion tips on EA.com: https://www.ea.com/games/battlefield/battlefield-6/news/battlefield-6-and-redsec-challenge-guide-year-of-the-horse102Views2likes0CommentsBattlefield 6 and REDSEC Season 2 Roadmap - Everything You Need to Know
Lock and load; now is time to fight the fog of war. Battlefield 6 and REDSEC Season 2 begins on February 17 at 4 a.m. PT (12 p.m. UTC), as the war with Pax Armata crosses the globe and infiltrates the mountainsides of Germany in a grueling assault to reclaim a once owned NATO airbase. Season 2 will be released in 3 phases: Extreme Measures, Nightfall, and Hunter/ Prey, featuring high-intensity maps, critical gadgets, iconic new hardware, and vehicles for waging the ultimate all-out war experience. Season 2 later sees the limited-time mode Operation Augur, where the stakes are high and strategy is crucial - driving squads to get to the frontline and secure the win. The first phase for Season 2, Extreme Measures, takes the thrill of all-out war to another level, introducing VL-7 psychoactive smoke, distorting the battlefield with its non-lethal hallucinogenic effects, as well as new expansive map Contaminated, to be released in Battlefield 6, along with 3 new weapons, 2 new gadgets, and the return of the legendary AH-6 Little Bird in both games. In addition to new Hardware, the free-to-play** REDSEC experience will also include limited-time modes where intense, mind-bending combat will test your squad to their limit. 👉 You can find the full roadmap breakdown on EA.com: https://www.ea.com/games/battlefield/battlefield-6/news/battlefield-6-and-redsec-season-2-roadmap-everything-you-need-to-know119Views0likes0Comments[BF COMMS] Winter Warning Player Card Sticker
The latest update notes communicated that a change would be made for the Winter Warning Player Card Sticker to bring it more in line with Battlefield’s visual identity. This timing was incorrect. Winter Warning will be updated when Season 2 launches on February 17th.67Views2likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.1.3.6
Update 1.1.3.6 is a small quality-of-life update focused on polish, stability, and targeted fixes across Battlefield 6. It addresses a selection of gameplay flow issues, UI reliability improvements, audio consistency fixes, and map-specific adjustments, with a particular focus on smoothing out edge cases reported by players. The update will be available on Tuesday, February 3 at 09:00 UTC. Major Updates for 1.1.3.6 Fixed player movement issues, including cases of excessive sprint-jump momentum and unintended movement behaviour. This won't impact player movement at a large scale and is meant to target those specific edge cases. Addressed REDSEC Battle Royale issues affecting insertions, parachute behaviour, and redeploy UI elements. Resolved a set of destruction-related visual and lighting issues on Eastwood that could result in lighting artifacts, blackouts, or incorrect colour rendering. Fixed a handful of UI, audio, and stability issues, including crashes related to challenges, minimap accuracy, unintended gadget audio playback, and platform-specific problems. CHANGELOG PLAYER: Fixed an issue where sprint-jump momentum could behave inconsistently and grant higher or lower momentum than intended. Updated the Objective Ace and Winter Warning cosmetics to better align with Battlefield’s visual identity. MAPS & MODES Fixed an issue on Eastwood where destroying a building near the A flag could cause unintended green or purple visual effects across nearby structures. Fixed an issue on Eastwood where destroying a building near the B flag could cause a complete lighting blackout across the map. Fixed an issue on Eastwood where destroying the villa near the B flag could cause excessively bright lighting artifacts to appear. UI & HUD: Fixed an issue where downed squadmates were shown on the minimap for classes unable to revive them. Updated legal text to reflect current policies and requirements. AUDIO: Fixed an issue where UAV Drone enemy detection audio could be heard by all teammates instead of only the operator. PERFORMANCE & STABILITY: Fixed an issue on PlayStation 5 where ownership validation could fail during system lifecycle events, causing connectivity issues. Fixed an out-of-memory crash on Xbox Series S that could occur when loading Daily and Weekly Challenges. REDSEC PLAYER: Fixed an issue where Battle Royale Initiation matches did not end after eliminating the final AI opponent. Fixed an issue where parachute deployment could remain linked to the jump leader after breaking off. Fixed an issue where players could become stuck mid-air during insertion after progressing through the pre-deploy sequence. UI & HUD: Fixed an issue where the Second Chance redeploy icon could incorrectly transfer to a living teammate. Fixed an issue where the Second Chance redeploy timer refreshed each time the map was opened. 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.836Views3likes0CommentsBattlefield 6 - Community Update - Battlefield Labs Season 2 Testing and Beyond
Hey everyone, We hope you had a wonderful holiday season and are ready to jump back into the action as Battlefield Labs kicks off the new year. As we mentioned in our January Update blog, we’re using Labs to further polish and refine Season 2 content, validating changes and making final tuning adjustments ahead of launch while continuing to apply what we learn as we evolve the experience. In this next session, we’ll be testing content on one of Season 2’s new maps: Contaminated. We’ll be evaluating how vehicle gameplay and aerial presence interact with infantry combat, alongside cover and asset placement, and objective boundaries. We’ll also be testing how the map’s unique gameplay mechanics function in live matches, as well as the tools available to players to interact with them. While we’re saving full details on the new map for a later time, we can share that in terms of size, Contaminated falls between Eastwood and Mirak Valley, and is comparable to classic Battlefield maps such as St. Quentin Scar (Battlefield 1) or Arras (Battlefield V). Alongside our Season 2 map testing, upcoming Battlefield Labs sessions will also include a handful of additional gameplay-focused tests. This includes early testing of the AH-6 Little Bird ahead of its planned arrival in Season 2, allowing us to evaluate how it fits within the broader vehicle ecosystem and how it performs across different combat scenarios. On the Horizon Looking further ahead, we’ll be running more exploratory tests across aircraft and vehicle combat systems. This includes initial testing of Aircraft Radar, an important part of the aircraft gameplay experience and a system we’re actively evaluating as part of future air combat improvements. In parallel, we’ll be exploring a tuning package focused on rocket and vehicle interactions, including early adjustments to weapons such as RPGs and TOW launchers, as well as vehicle handling considerations when countering rockets. Future testing will also validate improvements we’re making to hit registration and overall combat consistency, as it is one of the more complex areas of development. We spoke with Lead Producer David Sirland, who emphasized that “these issues are rarely tied to a single change, but instead require careful iteration across multiple systems, extensive testing, and time to validate results at scale.” This work includes a number of changes currently in development, with some improvements planned to arrive earlier in Season 2 and additional, more impactful updates in the coming months. Battlefield Labs will help us test, iterate, and validate these improvements as they progress, including scenarios where players may be eliminated after reaching cover, often referred to as “death behind cover” or desync-related behavior. We also have plans to bring a fan-favorite map from Battlefield 4 into Battlefield Labs, prior to it going live in a future season: Golmud Railway. Golmud Railway is being rebuilt for today’s Battlefield, not simply ported forward. Our goal is to preserve what made the map so memorable in Battlefield 4, particularly its combined arms gameplay, while improving how it plays and supports Battlefield 6 systems. Golmud is planned to be the largest Battlefield 6 map to date, giving us the opportunity to expand gameplay on a larger scale. We’re bringing Golmud into Battlefield Labs early as this will be a multi-session project. Through Labs, we want to test changes such as larger flight space, increased cover for aircraft, and other adjustments as the map evolves over time. We’ll share more details on timing and how to take part in upcoming play sessions at a later date. Battle Royale Solos Testing We’re also continuing internal and exploratory testing around Battle Royale Solo play, as we evaluate how different player configurations impact pacing, balance, and the overall Battle Royale experience. This work is focused on understanding where Solo play can best fit within the broader Battle Royale roster, including how it affects match flow, survivability, and long-term engagement when featured alongside other Battle Royale experiences. These tests are part of our ongoing effort to make informed decisions about how Battle Royale is structured and presented over time, rather than committing to a single permanent configuration. Any future player-facing testing would be approached with the goal of learning and validation, and we’ll share more details ahead of time if and when those tests are planned. As always, when testing does take place, clear guidance on participation and feedback will be provided so we can evaluate how the experience performs in real matches. Get Involved We’re looking forward to getting back into Battlefield Labs and continuing to build the future of Battlefield alongside you. Battlefield Labs play sessions are an important part of how we test, iterate, and refine new ideas, and your participation helps guide where we go next. If you’re interested in taking part, you can learn more about Battlefield Labs and sign up for EA Playtesting on our website. To stay up to date on all things Battlefield, including Battlefield Labs updates, we also recommend joining the official Battlefield Discord. We’ll see you in Labs! //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. Battlefield Labs participation remains subject to NDA, which means no sharing of screenshots, videos, or any of the content that is being tested. The timing and details of tests are confirmed via email to invited participants, so make sure you use an email address you frequently check when signing up.137Views4likes0Comments