BATTLEFIELD 6 GAME UPDATE 2.1.1.0
On Tuesday, October 13, Battlefield 6 Game Update 2.1.1.0 opens a new front in Battlefield 6 and REDSEC with the launch of Season 5: Siege of Vegas. The battle spreads across Vegas Strip and Area 51, while REDSEC raises the stakes with Rapid Royale and the official launch of Ranked Battle Royale beyond Battlefield Labs, featuring redesigned Ranked badges and new rewards. Four new weapons, a new Battle Pass, and the limited-time Battlefield 6 x Dead Space: Convergence Event round out the update. From 8.00 UTC, the update will be available to download across all platforms. It also brings a broad range of gameplay improvements, including vehicle and Anti-Air tuning, revised Battle Royale class equipment and Field Training, Spectator Mode updates, expanded Portal tools, and further polish across weapons, gadgets, UI and HUD, audio, and game stability. At 12.00 UTC, Season 5 content becomes available. Take the fight from the neon-lit streets and casinos of Vegas Strip to the desert surface and underground tunnels of Area 51, build momentum through earned redeploys in Rapid Royale, begin a new Ranked Battle Royale climb, and add the Mk 24, RSPR, Z84M, and ELR-40 to your arsenal. From October 15-19, Battlefield 6 will also be free to play for a limited time on PlayStation, and Steam*, with every available map and mode open across land, air, and sea. NEW CONTENT SEASON 5: SIEGE OF VEGAS Go all-in on all-out warfare as Season 5 opens with Siege of Vegas, taking the battle from the neon-lit Las Vegas Strip to the classified depths of Area 51. Four new weapons, Multiplayer Leaderboards, a new Battle Pass, and a limited-time Battlefield 6 x Dead Space Halloween event round out the opening phase. REDSEC raises the stakes with Rapid Royale, its fastest and most aggressive Battle Royale experience yet, alongside a new season of Ranked Battle Royale. As Pax Armata unleashes powerful chemical weapons across Las Vegas, squads will fight across Vegas Strip and Mirak Valley, earn redeploys, climb the ranks, and battle their way to the top. NEW MAPS Vegas Strip: War has arrived in Las Vegas, where anything goes. Supporting all combat sizes, land vehicles, and helicopters, Vegas Strip combines open sightlines and large-scale vehicle battles with the iconic Strip, fountains, lavish casinos, rooftop ziplines, hotel towers, and storm drains built for close-quarters combat. All the chaos, all the grit, all the indulgence. Area 51: Area 51 has been breached. This top-secret desert military base offers endless opportunities for massive-scale combat, with jets, helicopters, and tanks ready to attack and defend across the surface. Descend through a fresh crater to explore the base’s underground tunnels, take close-quarters fights beneath the desert, launch a dirt bike over rolling hills, pilot a jet across the landscape, and bring down the Air Traffic Control tower to reshape the battlefield. NEW REDSEC MODE Rapid Royale: Battle Royale comes to Las Vegas with the fastest and most aggressive REDSEC experience yet. Get kills, earn redeploys, and fight to the top across multiple maps, including Vegas Strip and Mirak Valley. Rapid Royale features a lower player count, airdrops containing some of the best loot in the game, and the fastest ring of fire. More aggression. Faster matches. Go rapid. RANKED BATTLE ROYALE Ranked Battle Royale officially launches with Season 5, moving beyond Battlefield Labs and into a new competitive chapter for REDSEC. Squad up, climb the ranks, earn new rewards, and show off redesigned Ranked badges as you fight your way to the top. NEW WEAPONS Mk 24: Dominate open firefights with the Mk 24, an Assault Rifle that becomes deadlier at longer ranges while balancing its power with a limited magazine capacity. RSPR: The RSPR is a highly compact, short-range Personal Defence Weapon with major stopping power from its rifle cartridge. It performs better at longer ranges than most Personal Defence Weapons, but its higher recoil demands careful control from operators looking to make the most of its power. Z84M: A belt-fed Light Machine Gun built to dominate at close range. With a 100-round capacity and support for a wide selection of attachments, the Z84M is ready to sustain pressure across the battlefield. ELR-40: A versatile Bolt-Action Sniper Rifle built for deadly long-range engagements. Its standard configuration features a very long-range sweet spot, while its single-shot mode moves the sweet spot to shorter distances, giving Recon players greater flexibility across changing engagements. BATTLE PASS Go on a tear with the Season 5 Battle Pass, featuring six instant unlocks, four themed paths, more than 100 tiers of rewards, and a new arsenal of hardware to earn throughout the season. BF PRO Go all in on Las Vegas with Battlefield Pro, including six exclusive instant unlocks, full Battle Pass access, 25 Tier Skips, an exclusive BF Pro limited-time Bonus Path of rewards during the Season, new music for the vehicle radio, a 15% XP boost, exclusive Instant Unlocks, persistent Portal Server Hosting, and 100-player servers in Portal. BATTLEFIELD 6 FREE TRIAL No ante required. From October 15-19, Battlefield 6 will be free to play for a limited time on PlayStation and Steam.* Play every available map and mode, fight across land, air, and sea, and experience ultimate all-out warfare. BATTLEFIELD 6 x DEAD SPACE: CONVERGENCE EVENT From October 20 through November 10, the limited-time Battlefield 6 x Dead Space: Convergence Event brings a new threat to Area 51. In Pax Armata’s desperate push to acquire new weapons and technology, its forces uncover an ancient alien artefact buried deep within the vaults of Area 51: a Marker. Its origins are unknown, but its effects are not. Those who get too close succumb to violent madness that threatens to become an extinction-level event. Marker Incursion: Dead Space comes to Battlefield 6 and REDSEC in this limited-time Halloween event. Wield the Pulse Rifle Battle Pickup and fight through hordes of AI-controlled Marked Soldiers in a new 16-player PvE experience. Destroy the Marker and stop the Convergence Event before the madness spreads. Dead Space Rewards: Fight against Convergence to unlock Dead Space rewards, including the “Aegis VII” Soldier skin, the “RIG-Certified” SMG Weapon Package, two Weapon Stickers, Soldier Patches, a Player Card Background, and two in-game Bundles. Major Updates for 2.1.1.0 Vehicle Combat and Mobile Anti-Air Tuning: Anti-Air receives a broad balance pass across several major areas, alongside further updates to tank damage angles, regeneration, vehicle weapons, rockets, and Anti-Vehicle Mines. Player Combat and Animation Polish: Soldier presentation has been improved across death animations, swimming, revives, hit reactions, and vehicle seating, while recoil compensation, reload behaviour, weapon attachments, and optic presentation have received further updates. UI, HUD and Spectator Mode Clarity: In-game information and menu presentation have been improved across Spectator Mode, the Deploy Screen, Loadouts, Customisation, reconnection messaging, player status information, thumbnails, and front-end navigation. Portal Creator and Custom Lobby Updates: Portal creators receive new Verified Portal Modes, Custom Maps, SDK functions, water controls, notification tools, and updated example levels, alongside improvements to hosting, team setup, player management, lobby transitions, and Custom Experience presentation. Audio, AI and Stability Improvements: Audio feedback has been improved across vehicles, weapons, voice-over, controllers, maps, and underwater gameplay, while AI navigation and behaviour, Campaign access, lighting, and visual-effect stability have also received further polish. REDSEC and Ranked Battle Royale Updates: Rapid Royale arrives alongside a new Ranked Battle Royale season, while class equipment, Field Training, redeploy loadouts, armour plating, mission flow, loot presentation, Second Chance behaviour, and Ranked End of Round information have been updated. CHANGELOG PLAYER: A fade-to-black transition now appears correctly between entering the downed state and reaching the Deploy Screen. Corrected a visual issue that could cause a soldier’s death animation to appear unnatural when killed inside GDF-009 Stationary Anti-Air. Reduced abrupt soldier animation transitions caused by large waves briefly forcing soldiers into an in-air state. Soldier death animations now play correctly when killed while using GDF-009 Stationary Anti-Air. Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator. The network graph no longer registers bullets stopped by water as dealing zero damage. Updated and improved third-person revive animations to make changes in player state clearer. VEHICLES: Dev note: The team felt that anti-air cannons were not effective enough at punishing aggressive, mid-to-long-range fly-bys from aircraft. By increasing projectile velocity and reducing shell dispersion on Mobile AA, we aim to improve the consistency and effective range of ground-based anti-air, making it a more significant threat. Light attack aircraft, specifically the Scout Helicopter, are considered too effective vs infantry with their rockets. The changes in this update aim to curb this in the following ways: Reducing Splash Damage: The 30% reduction in 70mm FFAR Light Rocket splash damage prevents one-hit kills on infantry at the most common engagement distances, requiring more precise aim from pilots. Increasing Resupply Time: Lengthening the rocket pod resupply cooldown from 28 to 38 seconds forces pilots to be more selective with their attack runs, reducing their ability to perform "carpet-bombing" on ground targets. We also wanted to improve counterplay, as low-altitude aircraft previously felt too safe from infantry threats. The initial goal is to make aircraft flying "below radar" more vulnerable to infantry lock-on missiles (MANPADS) to ensure that no altitude was completely safe and to reward infantry players for good positioning. However, in Battlefield Labs testing, it became clear that this change needed some more iterations before being ready for prime time. We'll keep you posted on these changes as we make progress. Overall, we designed the balance updates in 2.1.1.0 to make anti-air systems more lethal and reliable, reduce the oppressive power of light aircraft against infantry, and ensure there are rewarding counter-tactics for both ground and air players. Added missing weapon, equipment, and vehicle haptic feedback for the F/A-81F Super Spectre and F-74A Seacat. Firing Main Battle Tank or Infantry Fighting Vehicle weapons now resets the passive regeneration delay and will reapply the 12-second delay before passive regeneration can start. Health regeneration for Main Battle Tank and Infantry Fighting Vehicle has been nerfed slightly. Time from critical to full health now takes 8 seconds for both MBT and IFV, up from 6.66 and 7 seconds, respectively. Heavy Rotary Machine Gun projectiles penetrating helicopter glass now deal 0.3x damage to soldiers, reduced from 0.8x. Increased maximum dispersion from 0.4 to 0.5 for the Coaxial .50 Cal Heavy Machine Gun and RWS .50 Cal Heavy Machine Gun Light Rockets now require 7 (up from 4) hits against Scout Helicopters, 9 (up from 5) against Attack Helicopters, and 15 (up from 11) against Transport Helicopters. Soldiers’ feet no longer clip through the floorboard while seated in the Glider 96. Tank rear hits within 86-94 degrees now deal 2.5x damage, while turret and hull hits above 50 degrees deal side-hit damage. RWS .50 Cal Heavy Machine Gun Increased penetration damage. Increased projectile lifetime from 1.5 to 4 seconds. Increased rate of fire from 400 to 450 rounds per minute. Reduced projectile drag from 0.0035 to 0.002. Mobile Anti-Air Adjusted projectile lifetime across all ammunition types, resulting in a maximum range of approximately 800m, slightly increased from before. Corrected an issue where muzzle flashes could appear larger than intended in first-person when using certain ammunition types. Increased base turret rotation speed by 50%. Increased magnification when using first-person zoom in Mobile Anti-Air vehicles. Reduced projectile drag from 0.0025 to 0.0015 across all Mobile Anti-Air ammunition types. 35mm High Velocity Anti-Air Ammunition Damage adjustments Damage vs. Infantry now 25, up from 13 Damage vs. Helicopters now 45, up from 26 Damage vs. Jets now 62.5, up from 32.5 Damage vs. ATP/Patrol Boat now 7.5, up from 4.55 Damage vs. Armored Vehicle now 5, up from 4.55 Damage vs. Light Vehicle now 31.25, up from 16.25 Damage vs. Quad/Motorcycle now 125, up from 33.8 Changed dispersion from 0.25-0.85 to 0.5. Increased heat generation per shot from 3.6% to 13%. Increased heat recovery from 0.5 to 0.833 heat per second. Increased projectile lifetime from 1.2 to 1.24 seconds. Increased projectile velocity from 1,175 m/s to 1,250 m/s. Reduced convergence distance from 300m to 90m. Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds. Multi-Purpose AA Shell Damage adjustments Damage vs. Infantry now 34, up from 13 Damage vs. Helicopters now 61.2, down from 65 Damage vs. Jets now 85, up from 65 Damage vs. ATP/Patrol Boat now 10.2, up from 7.8 Damage vs. Armored Vehicle now 6.8, down from 7.8 Damage vs. Light Vehicle now 42.5, up from 16.25 Damage vs. Quad/Motorcycle now 170, up from 33.8 General Purpose Anti-Air Ammunition no longer fires in burst mode. Increased projectile velocity from 850 m/s to 1,175 m/s. Reduced convergence distance from 300m to 115m. Reduced dispersion from 0.7 to 0.4. Reduced projectile lifetime from 1.6 to 1.32 seconds. Anti-Armor AA Shell Damage adjustments Damage vs. Infantry now 50, up from 20 Damage vs. Helicopters now 90, down from 100 Damage vs. Jets now 125, up from 100 Damage vs. ATP/Patrol Boat now 15, up from 12 Damage vs. Armored Vehicle now 10, down from 12 Damage vs. Light Vehicle now 62.5, up from 25 Damage vs. Quad/Motorcycle now 250, up from 52 Increased projectile velocity from 560 m/s to 900 m/s. Increased rate of fire from 240 to 480 rounds per minute. Reduced convergence distance from 300m to 150m. Reduced dispersion from 0.6 to 0.3 degrees. Reduced magazine capacity from 8 to 4 rounds. Reduced projectile lifetime from 2 to 1.73 seconds. Reduced reload time from 2.4 to 1.2 seconds. GDF-009 Cannon Damage adjustments Damage vs. Infantry now 34, up from 30-22 Damage vs. Helicopters now 61.2, down from 110 Damage vs. Jets now 85, down from 110 Damage vs. ATP/Patrol Boat now 10.2, down from 13.2 Damage vs. Armored Vehicle now 6.8, down from 13.2 Damage vs. Light Vehicle now 42.5, up from 27.5 Damage vs. Quad/Motorcycle now 170, up from 57.2 Changed dispersion from 0.25-0.85 to 0.4 degrees. Increased heat generation per shot from 4.2% to 8.4%. Increased heat recovery from 0.5 to 1 overheat heat reduction per second. Increased projectile lifetime from 1.2 to 1.32 seconds. Increased rate of fire from 720 to 1,100 rounds per minute. Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds. GADGETS: Air-Defense Launchers now appear in the correct position inside Armored Transports. Demolition Charges now deal the intended blast damage. Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator. The LTLM II Laser designation duration has been reduced from 9 to 2 seconds. The SLM-93A Spire Air-Defense Launcher can no longer be fired without aiming down sights. PTKM-1R Acoustic Sensor AV Mine The mine no longer activates against neutral vehicles. The mine now target transport ground vehicles, with a small amount of dispersion. Dev note: We’re making this change to allow drivers a better opportunity to avoid the projectile once its mine has been triggered. The mine now arms correctly after the 3-second intended delay following deployment. M15 Anti-Vehicle Mines Mines can now be deployed while prone and looking down. Mines no longer appear to float above terrain. Mines now trigger on transport vehicles only through direct wheel contact, while retaining proximity and speed-based activation against armoured vehicles. The mine placement preview is now visible when looking forward. Field Dummy No.25 Sniper Decoy The decoy no longer produces blood effects when damaged. The decoy now deploys correctly and no longer falls through terrain or static objects. The decoy now displays its 2D and 3D Spot icons correctly. WEAPONS: SVDM Recoil Direction on the SVDM changed from 4° to 20° Recoil Decrease Time Exponent on the SVDM and M39EMR increased from 0.75 to 1.1 Dev note: While overall DMR balance is in a good place, the SVDM and M39EMR were a bit more controllable than desired when fired at their max RPMs for prolonged periods. These changes negligibly affect intended methodical use, but will be more noticeable over rapid, sustained fire. We do not want to gut these weapon's effectiveness in any mode, but we do want to ensure they are being used precisely as their weapon archetype infers. Reduced recoil compensation for gamepad input from 11% to 5%. The Canted Iron Sight no longer clips into the NFX 8.00X optic on the GRT-CPS. The Match Trigger now functions correctly on the SG 553R in semi-automatic fire mode. The SU-230 LPVO no longer incorrectly reduces visual recoil on the following weapons: M433, GRT-BC, M123K, M250, M121A2, M417A2. Updated several melee quick attacks to prevent bullpup rifles from obscuring visibility. Updated the M87A1 pose animations when using the Folded Stubby Grip to prevent the soldier’s fingers from intersecting with the grip. PROGRESSION: Added a Season 4 catch-up challenge for the BROD 3. Added a Season 4 catch-up challenge for the Interdictor. Added a Season 4 catch-up challenge for the VSSM. UI & HUD: “Passive” and “Trait” icons now display correctly for all classes. Adjusted objective camera positioning in Multiplayer Spectator Mode. Bomb objectives can no longer be pinged through the CommoRose in Obliteration and Tactical Obliteration. Bomb objectives remain highlighted as priority objectives, improving CommoRose readability and selection. Button prompts no longer appear incorrectly while spectating in first-person. Certain “Season 4 Hardware Challenge” reward icons now display correctly during gameplay. Chat text now displays clearly instead of appearing blurred. Class sub-tabs now remain visible on the Deploy Screen. Closing an open dropdown with the “Back” button no longer exits the main screen. Disconnected players are now identified correctly in the “World Log”. Disconnected players are now identified correctly in the squad list. Dog Tag notifications now appear correctly after performing a melee takedown. Improved character texture loading across Loadouts and the Battle Pass. Improved third-person Spectator Mode camera transitions so the camera reaches its target position and rotation more quickly. Muzzle attachment lines now align correctly with suppressors on the PW5A3 when customizing. Pressing Esc now closes the “Quit Game” prompt on PC. Pressing Esc to close badge or statistics pop-ups now returns players to the correct screen instead of backing out to the Profile. Selecting a Class Badge in Loadouts now opens the correct Challenges category. Spectator Mode now remembers the last-used camera view when switching between players. Spectators can now view the scoreboard and End of Round data correctly. Store tiles now display the correct background images. Taclight Aimed now appears correctly aligned in its thumbnail when equipped as a left accessory. The “Full XP” tag no longer appears incorrectly when playing in certain languages. The “Inbox” button no longer overlaps the “Invite a Friend” button while in a party. The “Last Game Played” tile now refreshes more quickly when returning to the main menu. The “Mark All Seen” confirmation no longer appears after selecting “Never Show This Message Again”. The 1P86 LPVO, MGO 3.50X, and QMK 3.00X scopes now appear correctly on the NVO-228E. The attachment indicator now aligns correctly when customising the KORD with the Compensated Brake. The attachment indicator now aligns correctly when customising the M87A1 with the Compensator. The Canted Iron Sight now appears in the correct order when customizing the GRT-CPS. The controller prompt for switching between squad members now appears correctly. The correct mouse input prompt now appears when panning the camera on PC. The CQB Suppressor attachment line now aligns correctly with its model on the LMR27 when customizing. The Deploy Screen HUD no longer appears while spectating a player selected from the scoreboard through the Big Map. The F-74A Seacat cockpit HUD now displays the correct abbreviated text for Sweep Stance. The Interdictor iron sight thumbnails now display correctly. The Interdictor weapon icon now displays its iron sights correctly. The Killcard now appears correctly after the player is killed. The lock-on alert shown to vehicle drivers no longer remains stuck on the last-used gadget. The minimap no longer turns black when switching between first-person and third-person views. The Patrol Boat 30mm Cannon now displays the correct description. The Patrol Boat IR Smoke Shell now displays the correct name in the customisation screen. The Ranked penalty timer no longer appears incorrectly on AFK notification pop-ups in standard Multiplayer. The Recon soldier now appears correctly framed during the pre-match briefing. The screen no longer flashes black when another spectator switches to the same player. The supply pouch description now correctly states that it provides full health regeneration and partial ammunition replenishment. The transition animation between the “Mission Briefing” and “Squad Intro” now plays correctly in the pre-round lobby. The weapon customisation UI no longer appears briefly during the helicopter insertion sequence. The weapon HUD is now positioned correctly in the Firing Range. Toggling “Show Spectator Interface” in Options no longer causes the spectator UI to become unresponsive. Updated the Adjustable Magnification attachment text for 6.00x-10.00x optics when customizing to improve the readability. Updated the description of the VSSM “10 RND Mag” to more accurately reflect its effects. Updated the F-74A Seacat thumbnail to provide a clearer vehicle preview. Updated the Laser Light Module Mk3 thumbnail to improve its alignment across weapon thumbnails. Updated the UI prompts and notification flow shown during match reconnection. Weapon attachment changes now appear correctly on the HUD Loadout widget. Weapon attachments are now accurately reflected on the soldier Loadout widget in the HUD. Black screens after a match ends should now be less frequent. SETTINGS: Corrected a typo in the “ADS Dispersion Crosshair Opacity” option. Removed a hidden controller analogue stick deadzone buffer, allowing players to set a true 0 analogue stick deadzone. The “Controller Blueprint” screen no longer becomes blank after repeated input. Updated the “Infantry Sprint” option text for improved clarity and consistency. PORTAL: A temporary white flash no longer appears when loading into a Custom Lobby. Added “GameEventNotification” functions, allowing creators to display UI notifications containing text, icons, and objective markers. Added “GetAll” functions for most object types, including “GetAllPlayers”. The “AllPlayers”, “AllVehicles”, “AllCapturePoints”, and “AllObjectsOfType” functions are now deprecated. Added five Season 4 Battle Pass weapons: EF88 Assault Rifle, BROD 3 Carbine, VSSM DMR, Interdictor Sniper Rifle, and Hadal NV-08 Knife. Added isolated aircraft carrier variants to the provided Tsuru Reef level. Added the “FadeIn” and “FadeOut” actions, allowing creators to control screen fade transitions in Portal experiences. Crashed Carrier has been added as a Custom Experience map, featuring the area of Fort Lyndon surrounding the USS Grant. Conquest objective icons now display the correct colours in Portal Custom Lobby Spectator Mode. “CustomRush v4” has been added to the SDK. Disconnected hosts are now identified with a clear status tag on the Custom Lobby screen. DryLake has been added for Verified Portal Modes. Host exit prompts in Portal Lobbies now display the correct warning when leaving would terminate the lobby. Hosted Portal experiences now display the correct server information in the Pause menu. Improved the menu flow when setting up multi-team Custom Lobbies. Improved the Obliteration example level by adding team switching and a Combat Area. Improved the performance of array functions in “modlib”. Improved water raycast accuracy. Lobby participants now receive a notification when the host leaves a Custom Lobby. Mount Whitney has been added as a Custom Map. Newly assigned hosts can now ban players after a host migration without receiving a “Ban Failed” error. Paradise has been added for Verified Portal Modes. Player action pop-ups now align correctly when playing at a 4:3 aspect ratio. Player names no longer appear twice in the Spectator list after those players are moved to a squad following a match. Player names no longer clip within the “Player Action” menu in Custom Portal Lobbies. Players no longer disappear from a Custom Portal Lobby player list when moving from Spectator Mode to a squad with three members. Players now receive the correct error message when entering an incorrect password while joining a password-protected Portal lobby through a party. Portal creators can now open the exterior, hangar, elevator, and selected interior doors on each aircraft carrier in Tsuru Reef Custom Experiences. Team and faction assignments now remain correct when transitioning from a Custom Lobby into gameplay. Team names and icons now display correctly for secondary team slots in Custom Experience lobbies. Team player counts now update immediately after a player is removed from a Custom Lobby. The “AddUIIcon” function now displays icons correctly. The AFK timer now functions correctly on Siege of Cairo, Railway to Golmud, Tsuru Reef & Portal Ocean. The “Community Experience” text no longer overlaps faction names on Conquest loading screens. The “Global View” overview screen now displays correctly while hosting Battle Royale Custom Lobbies. The “No Host” error no longer appears incorrectly when the lobby host is assigned to a team. The “OnPlayerEnteredWater” and “OnPlayerExitedWater” rules now trigger only when intended. The AFK timer now functions correctly across multiple maps. The chat window now remains visible and usable on the Custom Lobby join code screen. The Deploy Screen customisation menu no longer overlaps the lobby UI in Custom Experiences. The host name header now remains visible when transitioning between consecutive Custom Lobby matches. The host’s name now remains visible on the post-match lobby screen when the host leaves during gameplay. The maximum values for “SetWaterBeaufortScale” and “SetWaterWaveAmplitude” are now capped at 12 and 1, respectively. The USS Grant Carrier point-of-interest map has been added to Portal. Updated the “Water” example level in the SDK. Updated the help text and behaviour of the “OnPlayerEarnedKill” and “OnPlayerDied” events to clarify how self-inflicted deaths are handled. AUDIO: Adjusted vehicle radio volume balancing for greater consistency with other vehicle audio. Commander voice-over now plays consistently when a capture point unlocks on Tsuru Reef. Controller audio now plays at a consistent volume across PC and PlayStation 5. Controller sound effects no longer play louder on PlayStation 5 than on PC. Distant weapon fire now has improved environmental tails in desert areas. Downed players now hear the “Confirm Revive” voice line when pinged by another player. Gasping voice-over no longer triggers when moving the camera through water while inside a Light Transport Boat. Grenades no longer play an explosion sound when bouncing off a soldier. Jammer audio indicators now play correctly while underwater. Jet afterburner audio no longer repeats when the afterburner control is pressed rapidly. Map theme music now stops correctly when leaving the pre-game lobby and returning to the menus. Out-of-bounds audio now plays correctly on Mirak Valley. Repeated reload inputs no longer cause delayed or incorrect reload audio after emptying a magazine. Repeated reload inputs no longer cause delayed or incorrect reload audio after emptying a magazine. Footstep Audio Improvements Dev note: With 2.1.1.0, we're making several changes to the footstep audio, especially on enemies that are aimed at cases where enemies are less audible than expected through obstruction, especially in cases of tunnel intersections or corners. These changes bring up enemy footsteps in many situations, but we know that also includes some situations where that can add more confusion. The changes so far feel like a good step towards a better balance and compromise between the many edge cases and varying player expectations of how audible footsteps should be in our testing and reports. We continue to welcome your feedback, which will help to better balance and expand on the prioritization tech. Enemy footstep audio now uses an improved priority system to better distinguish relevant nearby threats from less relevant enemies. Footstep obstruction processing has been adjusted for more natural audio behaviour through the environment. Footstep spatialisation and distance processing have been improved so footsteps sound more accurately positioned within the surrounding environment. Friendly and enemy footsteps are now easier to distinguish from one another. Reduced the effect of obstruction on footstep volume, making enemy footsteps easier to hear when partially obstructed. AI: Bots no longer drown inside vehicles while driving through shallow water. Bots no longer enter vehicles while retreating from enemy-controlled objectives. Bots now reload their gadgets more reliably. SINGLE PLAYER: Campaign can now be launched from the EA app while downloadable content is still downloading. REDSEC PLAYER: Dev note: A common point of player feedback over the past year of REDSEC has been that armor replating could at times feel a bit too slow or punishing. Considering this feedback as well as the introduction of the faster-paced Rapid Royale, we wanted to increase the speed at which players replate their armor across REDSEC, and subsequently scale back the effectiveness of the armor replating field training to keep things balanced appropriately. Armor Plate application is now 20% faster by default in Battle Royale and Rapid Royale, with an additional 12% increase when using the Quick Plating Engineer Perk. Battle Royale matchmaking now closes during the final 10 seconds of the pre-round lobby, preventing players from joining too late and missing the insertion window. Battle Royale players at Field Training Level 1 or higher now redeploy with the EF88, PP-19, M121 A2, or Mini Scout, for Assault, Engineer, Support, and Recon respectively. Players can now pick up the “Phantom Program Fragment” while carrying a vehicle keycard. Players no longer become stuck when a teammate leaves the match while waiting for their Second Chance redeploy. Class Training Paths and Gadgets have been rebalanced for Season 5. Dev note: This was a calculated decision to focus on one strong, identifiable field training for each class, rather than split a class's effectiveness and identity among multiple paths. Parts of these training paths now live on in the existing paths below. Hazmat Breacher and Drone Operator training paths have been removed from Assault and Recon, respectively Existing Field Training Changes Assault: Gadget 1: Assault Ladder Gadget 2: High Explosive Grenade Launcher Level 1: Reduced movement speed penalty when firing while moving. Level 2: Passive health regeneration triggers 50% faster and provides a 50% improvement on healing. Revive sickness recovery time is reduced by 50%. Level 3: High Explosive Launcher explosions generate 3 fused submunitions. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev note: Assault class has been a popular pick for the latter half of REDSEC’s first year, primarily due to the amount of explosives it could output with its M320 HE gadget and the previous Level 2 training which increased grenade capacity. While this enabled generous destruction of cover and structures, it more often than not was primarily used to spam explosives directly at enemy players, resulting in a frustrating experience on the receiving end. These changes rein in the amount of explosives the class has access to at one time, and shift the focus of the class back onto gunfighting and breaching, with improved mobility and exceptional health regeneration ensuring Assault is the ultimate entry fragger. Engineer: Gadget 1: Repair Tool Gadget 2: Aim-Guided Launcher Level 1: Resistance to explosive damage is increased by 33%. Level 2: Armor replating is 33% faster. Level 3: Aim-Guided Launcher hits immobilized vehicles for 5s. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev note: Engineer class was initially a popular class for REDSEC players, but this appeal quickly wore off as players discovered alternate ways of dealing with vehicles or felt underwhelmed by the class when there were no vehicular threats to tackle. The new Engineer training path shifts its emphasis towards making the class itself more tanky while still retaining effectiveness versus any vehicles that may appear. Faster armor replating and explosion resistance ensure survival in almost any situation, including those where getting up close with class-proficient SMGs is required to win that crucial 1v1 while defending your tank. The M136 AT will now also be aim-guided at round-start, assisting in the destruction of early-game threats like helicopters and ATPs to protect your squad, while the Repair Tool will continue to support friendly vehicles and open lootable safes. Support: Gadget 1: Supply Pouch Gadget 2: Deployable Cover Level 1: Improved weapon control when shooting from mounted positions. Level 2: Drag downed soldiers 20% faster and revive them 2.5s quicker. Sprint 10% faster when under heavy fire. Level 3: Reviving a teammate applies an armor plate to them. Placing Deployable Cover spawns a lootable armor plate. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev note: Seeing the most change overall, feedback about the Supply Crate being too lethargic to use and the Smoke Launcher feeling outclassed by Smoke Grenades has been heard. Supply Pouches can now be used to heal and supply yourself or squadmates while on the run from the ring, or tossed mid-firefight as your squadmate holds out against advancing foes. The Deployable Cover can be used for impromptu protection for you and your squad while traversing between POIs or to fortify a destroyed building. The field training of Support reinforces the synergy of drag revives and the deployable cover, improving the prior's effectiveness and distributing armor plates with the latter. Between healing, reviving, ammunition, and armor, Support will be the true backbone of a squad. Recon: Gadget 1: Motion Sensor Gadget 2: Handheld Jammer Level 1: Inflicting damage on enemies spots them, marking their position in-world and on the minimap. Level 2: Downing an enemy spots others within a 25m radius for 5s. Level 3: Handheld Jammer can disrupt Redeploy Points and Mobile Redeploys within its radius. Enemies who activated the redeploy device are revealed. Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death. Dev Note: The Recon class has consistently topped class pick rates throughout REDSEC’s lifespan thanks to its powerful intelligence gathering tools and training. The Recon Drone in particular became a borderline oppressive gadget that provided an unparalleled spotting ability at any range with near-zero risk, often ruining careful enemy rotations with a glance or feeling required to use before making a rotation yourself. For Season 5, the Recon class is now committed to localized intel gathering and intel sabotage in Battle Royale, trading the spotting abilities of the Drone for the disruptive capabilities of the Mobile Jammer, providing a direct counter to enemy Motion Sensors and redeploys. In combination with field training that gathers intel and denies enemy redeployments, the Recon will dominate the technology and information landscape of the Battlefield. STRIKE PACKAGES: Smoke Generator and UAV Strike Packages now appear less frequently as Battle Royale loot, while Airstrikes appear slightly more frequently. GADGETS: Breaching Projectile Launcher can spawn as loot in Assault class crates. Deployable Cover can no longer appear as loot. Hardware Suppression System can now appear as loot. Recon Drone can now appear as loot in police vans. Smoke Grenade Launcher can now appear as loot in police vans. Supply Bag can now appear as loot in ambulances. Defibrillators have a small chance to appear as loot in ambulances and Support class crates. Supply Pouch now supplies the following quantities of ammo per use: 10 Rounds Shotgun 5 Rounds Sniper/DMR 50 Rounds LMG 60 Rounds AR/Carbine 60 Rounds Pistol/SMG WEAPONS: The SCW-10 now starts with a 15-round magazine when looted at lower rarities. The SVDM can no longer upgrade to or be found as loot with a 20-round magazine. Ammunition capacity for Sniper Rifles and DMRs has been reduced from 70 to 60 rounds. Ammunition Balance against Armor .300BLK Carbines (SOR-300SC) now take one more bullet to kill vs armor within 31m. 10mm SMGs (SCW-10) now take one more bullet to kill vs armor between 9m and 85m. 5.45x39mm Assault Rifles (KORD 6p67) now take an additional bullet to kill vs armor past 46m. 5.45x39mm LMGs (RPK-74M) now take an additional bullet to kill vs armor past 46m. 5.56x45mm Assault Rifles (SOR-556 Mk2, L85A3, B36A4, VCR-2, M433, EF88) now take an additional bullet to kill vs armor past 46m. 5.56x45mm LMGs (KTS100 Mk8, M123k, L110) now take an additional bullet to kill vs armor past 46m. 7.62mm DMRs (M39 EMR, SVDM) now take an additional bullet to kill vs armor past 21m and no longer deal bonus headshot damage to downed enemies. 7.62x39mm Assault Rifles (NVO-228E) now take one more bullet to kill vs armor within 31m. 7.62x39mm Carbines (SG 553R) now take one more bullet to kill vs armor within 31m. 9mm SMGs (KV9, SGX, PW5A3, CZ3A1, PP-19, SL9) now take one more bullet to kill vs armor between 9m and 85m. Dev note: As part of a general pass on the gunplay in REDSEC, it was important for us to ensure weapons are not overstepping their intended weapon archetypes. Particular weapons like the SG 553R, SCW-10, and KTS100 Mk8 have been at the forefront of highlighting this issue, and heavy-handed, targeted nerfs on these weapons (while potentially cathartic) would inevitably lead to similar weapons like the NVO-228E, KV9, and RPK-74M immediately filling their respective voids. Instead, these damage changes focus on ensuring weapons of a similar type are functioning as desired within their intended engagement ranges, but are less effective outside of those ranges. We will also have additional changes planned in future updates that will target other aspects of particular overperforming weapons. MAP: Combat area outlines now display correctly on the map and minimap. Corrected a lighting issue that could cause the screen to become overly bright and unplayable on multiple maps but especially on Fort Lyndon. Drowning visual effects no longer appear overly red or bright on Fort Lyndon. UI & HUD: Abandoning a mission now displays only the appropriate abandonment message instead of also displaying a mission failed message. Battle Pickup loot cards now use the correct visual for each pickup type. Explosives deployed before a player was eliminated no longer display a pickup prompt after that player redeploys. Incoming armour hit indicators now display correctly. New notifications now distinguish when a squad has been wiped and when it has been fully eliminated in Royale modes. The “Phantom Program” mission widget no longer plays its refresh animation during the final mission. The “Season 4 Diamond Vehicle Decal” reward now appears in the intended “Ranked” cosmetic tab. The Battle Royale Victory Cinematic now fades out correctly. Updated the teams-remaining messaging in Battle Royale to hide the player count once fewer than 11 players remain. AUDIO: Soldier coughing voice-over no longer continues after leaving gas-affected areas or redeploying. The incorrect Polish-language Handler voice-over no longer plays during Battle Royale insertion. COMPETITIVE: Ranked Battle Royale leaderboards no longer display duplicate entries when opened directly from the End of Season standings screen. Total Ranked Point values now display correctly in the End of Round summary after switching tabs. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. *Conditions & restrictions apply. See battlefield.com/disclaimers for details. Trial period may vary based on platform, see retailer for details.303Views2likes12CommentsBattlefield 6 - Community Update - New Maps, Features, and More
What’s Next for Battlefield 6 Custom Lobbies and Spectator Mode Proximity Chat Maps in Season 5 Server Browser and Matchmaking Platoons Multiplayer Leaderboards Multiplayer Ranked Weapon, Vehicle, and Gadget Balance More from the Discord Q&A Continuing the Work Hey everyone, Season 4 is now underway, bringing Naval Warfare, Tsuru Reef, and a new chapter for Battlefield 6. Since our last roadmap update in June, several features and improvements have moved closer to release, and with more arriving throughout the season, we want to share the latest on what players can expect next. August - Season 4 Phase 2: Custom Lobbies, Spectator Mode, Wake Island September - Season 4 Phase 3: Proximity Chat Winter - Season 5: Platoons, Server Browser, Multiplayer Leaderboards, three new maps We also recently brought developers from across Battlefield Studios together for another Battlefield Discord Live Q&A [discord.gg/battlefield]. Over the course of the scheduled 60-minute Q&A session, the team answered 50 questions on Season 4 and beyond. What’s Next for Battlefield 6 There is plenty more ahead for Battlefield 6, from features arriving later in Season 4 to new maps, social tools, and other updates planned for Season 5. Below is a closer look at what is coming next, including new testing milestones and ways players will help shape these experiences through Battlefield Labs. Custom Lobbies and Spectator Mode Custom Lobbies and Spectator Mode are arriving with Season 4 Phase 2: Top Gun on August 18 through Battlefield Labs in Live. Building on the foundations of Portal, Custom Lobbies will give hosts more direct control when setting up and running a match. Hosts will be able to assign players to specific teams, adjust select match settings, and organize private sessions or community tournaments, with Spectator Mode providing ways to follow the action. Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. More information on these features will be shared in a future article before the Top Gun update launches. Proximity Chat The first iteration of Proximity Chat is coming with Season 4 Phase 3: Tidal Strike on September 15 through Battlefield Labs in Live. It will initially be available in Battle Royale, creating new opportunities for coordination and unexpected interactions between nearby players and squads. Launching the feature through Battlefield Labs in Live will help us evaluate audio range and clarity, player controls, moderation tools, and the feature’s broader effect on the flow of a round. Player feedback and live-game data will shape the adjustments we make before bringing Proximity Chat to Multiplayer at a later date. Maps in Season 5 Look beyond Season 4, Season 5 will introduce three new maps, as outlined in our 2026 roadmap. Testing on these maps is already underway in Battlefield Labs, giving us an early opportunity to gather feedback and refine each experience ahead of release. We are not ready to reveal where these new battles will take place just yet, but we can share more about the experiences they are being designed to deliver. One will focus more closely on infantry combat, while the other two will support the larger-scale, combined-arms warfare at the heart of Battlefield. In addition to those three new maps, reworks of Blackwell Fields and New Sobek City are currently planned to launch later in Season 5. Before those updates reach the live game, we will begin testing them through Battlefield Labs. This will give players an opportunity to experience the changes early and help us evaluate the updated layouts, objective flow, traversal, and balance between infantry and vehicles. Server Browser and Matchmaking Server Browser will enter Battlefield Labs testing ahead of its planned release in Season 5 as part of Phase 3, giving players an early opportunity to try the feature and help us refine the experience. We are also exploring how the Server Browser can support a more persistent match flow, make it easier to remain with other players between rounds, and complement the existing matchmaking experience. We will share a closer look at the Server Browser interface and the options available for finding servers as Battlefield Labs testing approaches. For now, here’s what we can share with you on our progress. Server Browser will provide another way to find matches, but it is not intended to replace the work underway on matchmaking itself. Matchmaking remains one of the most frequently discussed areas within the community, particularly around match quality and consistency. Our teams are investigating concerns such as matches starting or backfilling with too many bots, significant differences in ticket counts, and players being placed in high-ping matches. These concerns involve several interconnected systems. Once we have clear findings to share, we plan to publish a dedicated update outlining what our investigation has identified and how we intend to improve the experience. Platoons Platoons also remain on track for Season 5 Phase 3. At launch, players will be able to create or join a Platoon and use new tools to represent and organize their group in-game. This initial release will establish the foundation for Platoons in Battlefield 6, with more opportunities to expand its social and community features over time. Multiplayer Leaderboards Multiplayer Leaderboards remain on track for the launch of Season 5. Building on the systems introduced with Ranked Battle Royale, this feature will give players new ways to track performance and compare their progress across Multiplayer. We will share more details on the available categories and how the system will work closer to release. Multiplayer Ranked Development of Multiplayer Ranked is progressing, informed by what we learned from the launch of Ranked Battle Royale in Season 3 and how players continue to engage with the ranked experience throughout the seasons. The team is evaluating the rules and supporting systems needed to create a competitive experience that works at Battlefield’s scale. While we don’t have a firm release window just yet, the team is continuing to evaluate the right time to introduce Multiplayer Ranked. We will provide another update as development progresses. Weapon, Vehicle, and Gadget Balance Recent gunplay changes in Season 3 have landed positively overall. In our Community Survey, sentiment around Weapon Balance increased by 23 points from June to July, turning from a negative to a positive feature. We are also reviewing gameplay data to better understand how those changes are affecting combat. Early indicators suggest that average time-to-kill has increased and that players who win engagements are taking more damage than before, giving opponents more opportunity to respond. These are encouraging signals, but they do not tell the full story. Performance can vary considerably between weapons, engagement ranges, and different parts of the player base, so we are continuing to monitor the data and player feedback before drawing broader conclusions or making further changes. Our balance work also extends beyond weapons. We are reviewing vehicle combat and the effectiveness of gadgets, including how these systems interact with infantry play and with one another across different modes. We're actively monitoring the balance of these areas alongside the new content planned for the remainder of Season 4 and into Season 5. We want the combat experience to continue to evolve based on your feedback and will share details along with in-depth Battlefield Combat articles once decisions are finalized. More from the Discord Q&A During our recent Battlefield Discord Live Q&A, developers from across Battlefield Studios answered as many community questions as possible. Thank you to everyone who joined us and submitted questions. Below, we have included all of the questions answered during the live discussion. We are also reviewing the questions we did not have time to reach and will look for opportunities to address more of those topics through future Community Updates, Update Notes, and other Battlefield channels. Some questions have been edited or combined from their original Discord posts for brevity and readability. Question: Are there any plans to add actual glow to weapon sights similar to BFV? Answer: We are currently working on improvements to our reticle system that should improve their visibility against different environments. We are currently in testing phase and we hope to get the changes out as soon as the changes are ready. Question: What is the progress of New Sobek City and Blackwell Fields map reworks? Will these be available to play in Labs in the near future? Answer: These are on track to be released later in Season 5. We’ll be testing both in Battlefield Labs imminently and will be telling you more about the evolution and changes we’re bringing later in Season 4. Question: About the upcoming Phantom Program event in Season 4, are we going to complete a set of challenges, or do we have to find or complete some Easter Eggs like in the past? Answer: It’s a mix of both! The system is built around challenges, but to unlock or complete them, you’ll need to track down and solve Easter eggs across Fort Lyndon Question: With air radar fixed and server browser coming, two hot features are now accounted for in the game. What's the next hot feature that players can start getting excited for? Answer: Custom Lobbies are an evolution of Portal. When the feature goes live in Phase 2 on August 18, players will be able to enable an interface that lets hosts assign players to specific teams and customize some match settings live. This will allow players to host their own tournaments and private matches, including Spectator Mode capabilities. The support for the modes will be rolling out gradually, and in the initial release, we are supporting Battle Royale Quads and Conquest in Battlefield Labs in Live. Question: Is there a chance that we may see levolution added to the game that’s akin to Battlefield 4 and why wasn’t it in BF6? Answer: Our vision is targeted set-piece destruction. We want to deliver massive, tactical destruction events that reshape combat zones and sightlines, without changing the fundamental identity or flow of the map. Keep an eye out in Season 5! Question: I noticed in the roadmap it said proximity chat for REDSEC was going to be tested. Is it also coming to regular Battlefield? I think this is what most of us were hoping for with prox chat. Answer: Yes. So proximity chat is coming with Phase 3 of Season 4 for Battle Royale in REDSEC. The current plan is to then bring proximity chat to Multiplayer at a later date. From there, we'll monitor how it's behaving during live REDSEC gameplay matches to help inform future iterations. Question: Can you tell us more about platoons? Answer: Platoons is a great feature that we will be introducing in Season 5. We will be talking about it later in Season 4 Question: When will we get a new REDSEC map and what kind of features will the developers add to it? Are you more interested in adding water gameplay to REDSEC or will it be more centred around land warfare? Answer: We are looking to continue to update the current Fort Lydon Map with fun and interesting new POIs. Continued evolution of the new water focused gameplay elements will land in REDSEC full force with the new Carrier POI in Phase 2 of Season 4. Question: What content will be coming to Portal throughout Season 4? Will aircraft carriers become an asset available for creators to use? And will there be new tools coming to Portal? Answer: We'll be bringing all the Season 4 maps to both verified and custom modes. As for new features, keep an eye on the community update blogs, where we'll announce these when they're ready to launch. Question: Is there a plan to put Elite 250 and higher end Master ranks in their own matches so they aren’t in the mix with lower ranks trying to progress but can’t due to fighting these players? Answer: This is something we do want to improve in the future, but we don't have a specific timeline yet to address this. Time to matchmake in matches is something that is impacted by this and we are working to find the proper solution. Question: Many players seem to want more atmospheric weather and night maps rather than just large scale events. Is this something the team is actively considering? Answer: We definitely hear the feedback on dynamic weather and night maps! While we continue to explore options for new maps, you can dive into great night combat right now in Battlefield Portal. Check out Night Ops Conquest, created by ViperStudioAndy (Experience code: 1XVU6)! Question: With the implementation of free diving, is there any plans for the Portal map editor to give a tool to set a water level which would allow map creators to flood maps? Answer: For our new maps focused on naval gameplay, we are working on adding the ability to modify the water level. Our target release date is later in Season 4. Extending that to all other maps would be a new feature that we're considering adding in future seasons. Question: Are there any updates on the main battle tank, and adding more weapon options to it or bringing back canister shell? Answer: We have a specific fix for the Anti-Personnel Shell exploit coming later in Season 4 and a longer-term solution for the underlying issue in a future update. We are also looking at the mix of ammo types and weapons for the MBT and IVF for future balance and possible new types. Question: Are battlefield pick ups supposed to exist? Are they coming back? Are we getting more of them? Can we get clear and direct communication about them? I got a mini gun on Eastwood once last season and never saw it there again. Answer: There were some balance and quality issues when these were first released, but we've taken a tuning and improvement pass on these and will be re-introducing them in existing and future maps. Question: As the team plans future content, would you consider prioritizing more substantial releases like we used to get in prior games, such as Battlefield 3 and 4 Premium edition, rather than spreading limited number of maps, vehicles, and features across multiple seasons? We used to get up to 4 large maps, multiple guns and vehicles and other gameplay features, within every update/package release. Receiving only one brand new map this season that has no dynamic weather, with a limited number of weapons and vehicles, is very lacking compared to what we used to get. Answer: There's plenty of content coming in Season 4 - Wake Island as another new map, Carrier Strike, Fighter Sweep, Custom Lobbies, Spectator mode, Prox Chat... and our massive Top Gun collaboration coming in Phase 2 on August 18. We'll follow this up with a huge Season 5 coming later in the year, with 3 new maps and our reworks of Blackwell Fields and New Sobek City too, Platoons and more surprises. There's so much more to come! Question: Will Commander Mode ever be a thing again in BF6? Answer: No plans to bring Commander Mode into Battlefield 6 at this moment in time, though the community has been crafting away within Battlefield Portal and you could get hands-on with it via Experience Code: 1ZXUU by Nodone. Question: My question is regarding the two new modes coming in the second phase, Carrier Strike and the new Gauntlet mode, will they be permanent? Answer: Carrier Strike will launch alongside Season 4, Phase 2 - Top Gun, and Fighter Sweep will be a new mission added to Gauntlet during that time as well. Our new modes are not immediately planned to be permanent modes so we can first review how these modes resonate with our players. Beyond that, we have the option to rotate modes in and out and add them to more maps based on player feedback. Question: Is there a possibility that Portal could see all building materials/ blank slates in Portal? Answer: Technical limitations of our engines prevent us from offering a true "blank slate" where builders have access to every asset on a single map. Over time, we hope to release multiple builder-centric maps that offer a good option for builders who want a clean slate to build on, but each of these will be limited to a specific biome-limited set of assets. As we're able, we are strategically adding a few assets to the core set, which makes them available across all maps. That set has a very limited size, though, so we have to carefully vet the asset selection to make sure each one is valuable across many experiences. Question: Do you have any kind of timeframe to fix the netcode? Currently, the netcode is in far more awful condition than that of Battlefield V, and it is making the game unplayable. We have been given multiple assurances before, but a concrete timeframe would be nice. Answer: We are constantly evaluating and working to improve the netcode in Battlefield 6 and REDSEC. We have made many tweaks and improvements since Season 2, and are always looking to make further improvements based on player feedback and gameplay data from live matches to ensure the game is as fair as it can be. Question: Will there be jet loadouts and improvements in Season 4? With the new jets coming and the Top Gun collab, I think it would be appropriate to finally improve the overall jet experience. Answer: The F/A-81F Super Spectre is the new 2 Seater Jet for Season 4, Phase 2 and will have a fully customizable loadout. We have plans for the other jets but can't give a timeline quite yet, we'll share more when we get closer to the time. Question: Any update on Strikepoint? Answer: We are working on improving the mode and are planning to update it in a future season! Question: I love how the new Portal allows for so many possibilities and keeps expanding with new content, such as maps and vehicles. I can’t wait to see how the carriers might be used! Unfortunately, every time I join one of the featured experiences, network issues like rubber-banding severely degrade the gameplay experience. Is there any outlook as to when this might be improved? Answer: With the range of options available to our builders, there are many reasons a given experience might not perform well at scale. It could be that the creator has added more vehicles than the physics system can keep up with, or maybe they're doing something very complicated with the UI that starts to bog down the script execution on the server. We've been happy to see that the builder community has helped one another find and share with one another what the limits are for creating experiences that perform well. While we test experiences internally before featuring them, some of these performance issues only emerge when we massively scale up the number of players on a given experience. We've improved our internal testing and selection processes to make sure we're only featuring experiences that offer the gameplay performance you expect from Battlefield, and we're constantly trying to help the builder community understand how they can improve their creation practices to make more performant, feature-worthy experiences. Question: Could you share the dates and format for the REDSEC Open and Elite Series? Also, how do you see the overall future of Battle Royale as an esports discipline? Answer: We cannot share the exact dates just yet, but we hope to be announcing when these events will be kicking off in the near future. Stay tuned! Question: Operations, from what I can tell, was insanely popular in Season 2 and players seem to want that mode back. It didn't come back for Season 3, is it going to come back soon? Are there any changes in the works for it? Since Breakthrough and Operations are so similar, would you consider replacing Breakthrough with Operations? Answer: Operation Augur will continue returning on a regular basis as part of our featured playlist rotation. Beyond that, we hear the enthusiasm for the mode and have bigger plans for Operations coming in future seasons! Question: Are there plans to do another balance pass on air vehicles, jets, attack heli and littlebird especially? As one example, the Littlebird, especially the light rockets on it seem far too effective in the current live game. On Tsuru reef, the littlebird can kill everything extremely fast. Answer: Balance across our hardware such as vehicles, gadgets and weapons is ongoing throughout the Seasons of Battlefield 6 and REDSEC. Some changes coming in Season 4 improve the survivability of the RCB-90 and Armored Transport vehicles vs the Scout Helicopter. We'll continue to update you throughout our Community Updates and Game Update Notes when we get closer to these changes going live. Question: Is there more content planned for after Season 5? You guys have been putting out fire with the last couple seasons, I'd hate to see it cut short. Answer: With Season 4, Phase 2 - Top Gun on the horizon, and our biggest season yet in Battlefield 6 and REDSEC coming in Season 5, we feel we are just getting started! More seasons will follow with new and exciting content beyond Season 5. Question: Are Spectator Mode and Custom Lobbies going to be available for Custom modes in Portal or only for Verified ones? Answer: We are trying to add support for both Spectator mode and Custom Lobbies to work in conjunction with our new Custom Lobby feature. Custom Lobbies and Spectator mode were developed with our core modes in mind, so they don't always work smoothly with all the aspects of what builders can build in Portal Custom experiences. As a result, using these features together may create some hiccups or unpredictable results. As with all things Portal, though, we want to let the community experiment and figure out the level of quality you're satisfied with. That way we can be strategic about adding more support for the things you like best in future seasons. Question: Any chance the TTK/TTD will get a change in the future along with footstep audio being fixed/improved? Currently the TTK is too fast and the audio for footsteps are very inconsistent and its hard to identify where enemies come from. Answer: We continue to test and iterate across different areas of gunplay and movement as well as balancing to get the TTK/TTD to a sweet spot. We're continuing to look at player feedback around audio. We'll continue to make further refinements as all of these are high focus areas for us. Question: Is there a chance that you are going to make something similar to the 2026 Roadmap for 2027 too? Answer: We are committed to Battlefield 6 and REDSEC continuing after Season 5, and we look forward to sharing more about the future towards the end of the year. Question: Will the supression return to what it was like in previous games? Answer: Suppression is a polarizing mechanic, and while it is something we are evaluating, any changes will be thoroughly tested in BFLabs before it lands on the main game. I don't have a timeline to give now, but it is being looked at. Question: Are there any plans to bring ranked in Multiplayer instead of just REDSEC? Answer: Competitive is an important part for Battlefield. We are always looking at ways to expand our offering on this front and are working on what would be best for our Ranked MP experience. Question: Is there any planned weapon tunning specific to RESEC? The meta (SVDM,KTS, SCW) has been stale for months and we definitely need a refreshment for meta guns. Answer: Yes, we are looking at the longer range weapons specifically and we have some changes related to recoil, ammo reserve, availability of weapons in loot and damage vs armor that we're currently evaluating. Question: What, if any, are the plans to expand naval combat? The patch notes had mentioned amphibious vehicles but we currently have none. Answer: Right now, our main focus is to get the new content and gameplay for the remaining phases of Season 4 into your hands. From there, we'll evaluate to how naval combat impacts overall gameplay before making long-term expansion plans. However, players won't have to wait long for major content: the next phase of Season 4 brings big additions, including 2 new two-seater jets and operational aircraft carriers as part of our massive Top Gun collaboration! Question: Will larger vehicles or battlefield support units be added in the future, such as targeted artillery strikes or electronic jamming aircraft? I think these bigger toys would add more unpredictability to the battlefield. Answer: We have some really exciting vehicles coming in future content that I think will scratch that itch! Question: I understand that Battlefield 6 features various game modes and plans to add more in the future. However, there are currently too many modes that have effectively been abandoned. This creates a situation where both new and existing players face an overwhelming number of choices, often resulting in a gameplay experience populated entirely by bots. Is there no plan to address this issue? Answer: We recognize that having too many split playlists fragment the player base and lead to bot-heavy lobbies. To ensure fast queue times and full human lobbies, we are consolidating official matchmaking into fewer, high-traffic playlists that feature active mode rotations. Additionally, in Season 5 we will be bringing the improved Server Browser to the game, allowing players to easily locate or host dedicated matches for specific modes whenever they want. Question: Is there any possibility to make a change that missile from 9K38 IGLA don’t bypass flares? The reasoning behind that is that pilots of air vehicles don't have any option to counter that except being behind a solid cover that's on course of the missile additionally there isn't any distinction between a missile shot from 9K38 IGLA and SLM-93A SPIRE after it leaves the launcher. Answer: We have a number of fixes to the Air and AA loop that will be coming later in Season 4 and we are evaluating the role of the IGLA and looking at the fundamentals of the gadget. We don't have a targeted release for those changes but keep an eye out! Question: Are there any possibilities for "collabs" with other IPs (basically adding patches related to them) that are from other studios that are part of EA example being: Dragon Age, Mass Effect, Apex Legends, Dead Space etc. or any other IP that might be somewhat fitting into the game? Answer: Future collaborations are in the works, but it's essential that any partner IP fits the identity of Battlefield. We'd love to hear player feedback on what crossovers excite you! Up first: our Top Gun collaboration kicking off in Phase 2 of Season 4, bringing full-scale land, air, and sea combat back to the franchise. Question: Are there any plans to make changes to the Attack Boats? They feel a little under-tuned survivability-wise and aren't particularly maneuverable. I also believe the new lock-on TOW is quite overpowered and often doesn't give aircraft a fair shot. It'd be also great to see more transport vehicles added to Tsuru Reef, especially at the deployments 🙂 Answer: The RCB-90 is a new vehicle for Season 4 and we're currently absorbing and evaluating all the data coming in now that it's live. We're looking at all the aspects of this vehicle when it comes to tuning but there are a couple areas we're confident need an update. They tend to flip too easily, so we have a fix coming in Season 4 to make them more stable and they are too vulnerable to the Scout Helicopter, so we're increasing their durability to that vehicle's weapons. We also have some tweaks to the handling coming up as well. Question: Related Topic in 2026 Roadmap (Matchmaking): Besides Server Browser, would you consider Persistent Lobbies in official servers with team reshuffling after each match, both to further address the bot issue — especially in Minority Regions (Asia, South America, etc.) — and to give mid-match joiners a reason to stay instead of getting dropped into a new bot-filled lobby afterward? Answer: We are always looking for ways to improve matchmaking and team construction experience for our players looking to balance speed to match and quality of the match across all the regions we support. Question: Would it be possible to bring back movement mechanics similar to the beta or Battlefield V? That would allow for smoother gameplay and ensure that duels are won through skill. Answer: With S4 we focused on bringing improvements to our movement mechanics which were mainly centered around our soldier in water combat states such as diving, wading, drowning and underwater swimming to name a few. With the new mechanics rolled out and the polish we also brought up with our ground combat movement mechanics we will now evaluate the player feedback and data and continue to polish movement in the future. Question: Any chance the sweet spot mechanic for snipers will be removed? Feels more frustrating to die by one shot body hits than it helps sniper gameplay to be fun Answer: There were some balance adjustments to this mechanic that landed in Season 3 but did not move the needle the way we hoped. Sniper Rifles and DMRs are a key focus area and we'll continue to monitor and iterate on the balance for these weapons. We don't have a specific timeline yet but these changes will be evaluated in BFLabs before going live. Question: Where’s Megalodon? Answer: Lurking......... Question: You guys talked about a seperate stats page for Portal showing in the player profile. Right now the Portal stats have been removed. Are Portal stats still coming? Answer: Portal-specific stats represent a very significant development effort to deliver. So far, we've been focused on adding features that expand the types of gameplay available for Portal builders to make sure the variety and quality of custom experiences keep improving. We've heard a strong desire from our player community for better handling of progression and stats in our UGX experiences; we are investigating this, but have nothing to share at this time. Please keep an eye on our Community Update blogs, where we will share more when we're ready! Question: Will it be possible to rent your own Battlefield servers through certified third-party providers in the future, once the server browser has been released? Answer: We don't have plans for that at this time. Our current priority is delivering the Server Browser in Season 5. In our next Community Update blog, we will be sharing more, so be sure to check it out! Question: Can we expect some stability for Portal any time soon? It feels like every patch breaks multiple major things and changes things around. It's sapping a lot of the will to actually develop stuff for Portal. Can we also maybe get some love for the pure transport vehicles like the quad, dirtbike, golfcart and get some skins for them? If I run someone over with the golfcart I want it to look stylish. Answer: We understand that when experiences break after an update, it is a frustrating process, and something we are constantly investigating to improve to ensure a more seamless experience for our builders. As part of a live service game, though, even if we added nothing to Portal, the new features in the main game would require occasional updates from builders. As we develop new features and support new seasons, we prioritize making fewer & larger changes rather than constant small changes to make things more predictable for builders and keep experiences functional for long stretches of time rather than constantly breaking them. Question: Are there any plans to allow experience creators to cause damage to assets/scenery with new API mod functions? Destruction is not possible currently. And also to detect whether a spawned SpatialObject is destroyed or not? Answer: Experience builders can currently damage players and vehicles in this way; adding similar support for environmental destruction is on our backlog. We've done an initial investigation, and it's a pretty challenging feature to develop, but we'd still like to bring it to a future season if we're able to fit it into the schedule. Question: Are there any works on controller gameplay? Specifically on Labs, controller gameplay felt very snappy and responsive. However in the live game, it feels like sensitivity feels different from update to update or session to session. Could it be that aim assist and controller latency is influenced by netcode and server issues? Answer: We are always looking to continue improving responsiveness of both inputs. A lot of things can affect the feeling of responsiveness of gameplay, from server issues to network jitter. We added a stick debug overlay toggle in the options menu recently (at the bottom of where you can tune deadzones) that gives real-time controller info that may be helpful here to help diagnose any settings-based or double deadzone issues that could cause sensitivity feeling different between sessions. Question: When will verified Portal creators have the option to disable thermal sights and split the settings for vehicle and infantry crosshairs (I.e. Infantry crosshairs off, vehicle crosshairs on)? Answer: This isn't currently part of our plans. That said, our priorities can change based on community feedback. We know this is a requested feature, and we'll continue to assess its feasibility in a future update. Question: Are you considering adding factional counterparts to the Blackhawk and the newly added Patrol Boat? Answer: We're reviewing other vehicles that will be added in the future, but no specifics right now that we can share. Continuing the Work Season 5 is not the end of our plans for Battlefield 6 and REDSEC. Teams across Battlefield Studios are already working on what comes after Season 5, and we will share more when those plans are ready. Battlefield Labs, including Battlefield Labs in Live, will remain an important part of that work, helping us test and refine new experiences alongside players as development moves forward. What we learn through your feedback and participation will help shape what comes next. Please continue reporting issues through our EA Forums. You can also join the community on the Battlefield Discord and join discussions and events like giveaways. You can also visit our website for the latest Battlefield news and seasonal updates. 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.703Views3likes4Comments[BF Comms] Battlefield Hardline on consoles
On Friday, May 22nd, Battlefield Hardline on Xbox One and PlayStation®4 will be removed from digital storefronts, and you will no longer be able to purchase it and all extra related content, such as DLC. Online services on these platforms will end on Monday, June 22nd. While Hardline will no longer support online functionality on Xbox One and PlayStation®4, players who own the game will still be able to play the single-player component. Please note: Today’s update does not impact PC. Battlefield Hardline on PC will remain available, including online services. If you'd like to learn more about the sunsetting process, you can refer to the FAQ here or check out our delisting page here. If you have any questions about these titles on older platforms, head on over to EA Help. Thank you for your understanding!1KViews4likes17Comments[BFComms] Battlefield 6 - Community Survey [Aug 2026]
We're looking for your feedback. Our latest Battlefield Community Survey is now open, with this edition focused on Pacific Front. These surveys help us better understand your experience with Battlefield and the community. Your responses help us identify broader trends, highlight what's working well, and pinpoint where we should be focusing our improvements. The survey takes around 5 minutes to complete. Responses are available on a first come, first served basis, with a limited number of spots available, so if you'd like your voice to be heard, be sure to complete it soon. Survey: https://www.surveymonkey.com/r/Q8TMXWS As always, this is just one of the ways we gather feedback. We're also reading your discussions here on the EA forums, as well as across Discord, social media, Battlefield Labs, and other community spaces. Wherever you choose to share your thoughts, we're listening. Thank you for helping shape the future of Battlefield.1.4KViews3likes39Comments[BFComms] BR Initiation Temporarily Removed
We've temporarily removed BR Initiation from live playlists while we investigate a potential server issue that may cause players to get stuck in matchmaking or return to the main menu. Thanks for your patience while we work on a resolution.6.4KViews9likes86CommentsBattlefield 6 - Anticheat Update - Season 4
With the conclusion of our first season of Ranked Mode, we have gained deeper insights into the competitive landscape of REDSEC. While Season 4 introduces new ways to play, we have observed new methods of cheating, which we are now actively analyzing and countering to maintain match integrity. One of those will be around the enforcement of TPM 2.0 standards we previously relaxed and observed bad actors taking advantage of during Season 3. We’ve worked with manufacturers to resolve issues that could have affected legitimate players, minimizing the impact so we can confidently enable this enforcement going forward from today. What we learned from our first Ranked Season Our first season of Ranked play reinforced a lesson we’ve seen time and again: when meaningful progression and competitive stakes are introduced, cheating communities become more active and motivated. The season gave us invaluable insight into how our titles' cheating behavior evolves under pressure, from the techniques used to gain an unfair advantage as well as where player skill and outliers can surprise you. Revisiting Prohibited Hardware / Software We found quite a few sets of hardware/software products becoming popular at various levels of play over the season in cheating communities. Some we had previously evaluated and allowed but are going to be added to the prohibited software/hardware list after re-evaluations. Note that any prohibited product will cause a warning when attempting to launch BF6 like the following: We don’t block those programs without good reasons, you can see a previous response by Anti-CheatWard from the Javelin team regarding a previously allowed remapping product, reWASD, and what events resulted in its addition to that list here: EA Javelin Anticheat & Recent Software Blocks. We know that some players may use these products for accessibility and want everyone to be able to play. As a reminder, supported input devices and software such as the Xbox Adaptive Controller, PlayStation Access Controller and Steam Input are not prohibited. When we decide to block a particular hardware/software product, it’s because its continued allowance undermines Fair Play. When considering whether or not something would be prohibited we consider the following: “Does this offer a competitive advantage over others?” On the software side, examples of what we prohibit: Remapping software that masks or emulates input devices via virtual devices to circumvent anti-cheat validations and checks. Remapping software that doesn’t properly expose its configurations while allowing input automation, such as nullifying recoil patterns, turbo modes, etc. Sound radars that indicate more than type, direction, and loudness visually, such as the specific spot for specific sounds on overlays meant for or resembling a minimap. Sound equalizers that change automatically based on specific in-game cues or events. Such as quieting other noises whenever footsteps are present. Crosshair overlays that adapt to or allow for modification while running, such as changing color depending on location/game context. Overlays that provide artificial zoom enhancements, highlighting targets, or other similar non-screen-wide distortions or recoloring. On the hardware side, examples of what we prohibit: Input devices that subvert the balance of aim-assist, such as enabling it for Mouse and Keyboard type devices rather than intended formats like gampads. Input devices that provide any ability to program or “script” multiple sequential or simultaneous input signals, no matter whether they call it a macro, a mod, or a combo, it’s cheating and not permitted. Input devices designed to avoid detection while providing functionality for a competitive advantage, specifically XIM, Cronus Zen, Strikepack, and Titan Two are such devices. Gamepads modified to add features to gain a competitive advantage, such as Turbo, Macro Mods, Aim Assist Abuse, Full-Auto Semi, Recoil Assist, Turbo Crouch Shot, etc. Monitors that provide or nullify game features such as flashbangs, scopes, zoom levels, night vision or tracks/augments the rendering of in-game characters. “Does this circumvent or subvert anti-cheat detections and warnings?” Sometimes products will claim to have a “Compatibility Mode” that makes their software compliant with Javelin for Battlefield 6. Any officially supported methods of using these products will be called out in the anticheat warnings. You can test the validity of any such claim by turning off their “Compatibility Mode” and seeing if the block warning directs you to enable it. If it doesn’t, it’s prohibited. “Does this software offer an attack vector to bad actors?” Sometimes it’s not the product itself that's the problem, it might be what it’s built on. Bad actors take advantage of the security faults wherever they find them, be it drivers, libraries or any number of other software dependencies these tools can rely on, especially when that tool is otherwise trusted and used by a large number of players. These products can sometimes hide behind simpler features that we generally have no issue with but enhance them to such a degree that it moves them from their previous gray areas. Just because two products offer what sounds like the same feature doesn’t mean they are the same. Examples of such features that have such distinctions include input remapping, crosshair overlays, additional levels of screen magnification, sound equalizers that overemphasize footsteps and gunfire or visualize it too specifically, and the list goes on. In-Game “Nudges” We’ve added new in-game notifications related to player moderation and anti-cheat enforcements. These notifications will only be raised during times when they would not interrupt gameplay, like the main menu or pre-game lobbies, and during matches only when you are dead and waiting for the respawn timer. The intention is to let you know when you are engaging in something that constitutes a more minor violation of our policies, providing an opportunity to disengage from that behavior before it warrants more significant warnings or sanctions. How these will appear to you in-game: Some examples we are still evaluating for using these nudges: Anti-Cheat: Purposely and consistently getting out of bounds to normally inaccessible portions of the map (under the map, behind walls, inside of game objects) as a means of getting an advantage over others regardless of method. Matchmaking manipulations to engage in a prohibited behavior that undermines fairness, such as: stream sniping, collusion with other squads in ranked, harassment, etc. Using game exploits beyond a reasonable level of “Fun” and “Chaos” that they can bring before we fix them. Text and VOIP Moderation: Playing disruptive media over VOIP such as sirens, gunfire, footsteps, in an effort to negatively impact others' ability to hear in-game indicators accurately. An early warning when the content of a message would have resulted in a sanction in line with our Positive Play Charter had it been reported. Match Infection Rate (MIR) Updates: Filtering the Noise As part of our ongoing effort to provide a transparent look at game health, we want to dive into an adjustment we’re making to how we calculate our Match Infection Rate (MIR). While reviewing recent data, our anti-cheat and analytics teams noticed a steady increase in MIR that didn't align with any changes in known cheating populations, communities, or cheating tools. A deeper investigation revealed the cause: reports against legitimate players, particularly highly skilled players and especially those who spend most of their time in vehicles. The Impact of Player Reports The MIR we publish is a predictive metric. It doesn't just count confirmed cheaters we’ve given the hammer; it also incorporates signals that help estimate potential cheating activity we may not yet have sufficient capabilities to detect. Player reports are one of those signals and remain an important tool for identifying suspicious behavior, uncovering detection gaps, and spotting emerging circumvention methods. However, legitimate players are also reported, sometimes because of exceptional skill, unique playstyles, or, occasionally, malicious reporting. We even found one account that reported virtually every player in every match they played, which is certainly a dedicated use of their time. This is also why we don't use reports alone to sanction accounts. Reports help direct investigations, but they are not evidence of wrongdoing by themselves regardless of volumes. What We’re Changing To redress this, we're updating MIR to better filter out such legitimate players. While we won't share the exact methodology to avoid enabling abuse, the principle is straightforward: if a player is consistently reported over a long period yet never triggers other anti-cheat signals and repeatedly passes manual review, MIR will recognize them for what they are: a skilled Battlefield veteran. This exclusion only applies as long as reports remain the sole indicator. If any other of our hundreds of anti-cheat detections and/or signals are triggered, that player immediately returns to the pool considered by MIR. Moving forward, this updated definition will provide a more accurate picture of where cheaters may be operating, rather than repeatedly flagging a particular group of highly skilled vehicle crews or Little Bird pilots who routinely rack up 100+ kills legitimately and attract large numbers of reports. Cheaters, in comparison, accumulate reports and detections and don’t survive long enough to establish this kind of long standing match history—the majority get banned quickly during the first few matches/hours of gameplay. Ultimately, this updated definition ensures that MIR remains a strong indicator of the cheating population affecting your matches. The MIR we share publicly is the same metric we use internally, and in the spirit of transparency, we've included a before-and-after view of how this update impacts MIR over the past few months. Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters you've reported, even those we might not have enough evidence to enforce against. Security Feature Enforcement TPM - We appreciate players who have already gone through the efforts of enabling secure boot. We were maintaining some allowances for players that were unable to enable it due to TPM chip issues, but we’ve been working with partners and various manufacturers to resolve these compliance issues. TPM specifications are defined by the Trusted Computing Group here and formalized in the 2015 ISO requirements ISO/IEC 11889-1:2015. We are going to enable strict enforcement of the requirement going forward in line with this update. If you are still encountering issues please refer to the article here for some troubleshooting guidance: How do I use TPM 2.0 on my PC?. For context, 98.76% of current players are already playing on hardware that is fully enabled and compliant with the title's currently enforced requirements. Of the remaining 1.24%, the majority are actively using third-party emulators and/or spoofing their hardware compliance and/or are associated with some level of botting or cheating in the title. HVCI and VBS - These requirements have been present for the title since launch, but we haven’t enforced them yet. We are finalizing how we might deploy these to be most effective without negatively impacting legitimate players, and have not decided that strategy. We may only require specific players with suspicious activity (like a lack of/or falsified telemetry), for specific modes like ranked, or only for participation in official or sponsored tournaments. Regardless we are actively looking at the player data and how cheaters behave to inform and finalize that strategy. We will keep you posted before we enforce any of these security features. Recommendations for CPU Stability Our telemetry recently flagged an uptick in client crashes, which, after thorough investigation, we traced back to an issue related to users' CPU microcode and a Windows Insider Update causing conflicts with our anti-cheat software. We worked with Microsoft and Intel to resolve this situation. To ensure you stay at peak performance on the front lines, we strongly advise applying the latest microcode updates and Windows updates to get these fixes. We are also working to update the error code messages encountered by the Javelin Launcher to give players a more descriptive error message and update our troubleshooting content here: How to install and troubleshoot EA Javelin anticheat on PC. BF_SledgeHammer Update We’re impressed with the sheer volume of interactions with BF_SledgeHammer so far, we wish we could reply to every DM, but even with the various members of the team using the account won’t be able to keep up as we do so secondary to our day-to-day operations of manually reviewing accounts, investigating cheat reports, observing matches, and address appeals. We’ve enjoyed being able to weigh in and reply to posts and direct messages directly. However, please remember that these social interactions are not replacements for our official support systems, and ask players to still use our official appeals and reporting features to ensure their concerns are formally tracked and redressed. In-game reporting still kicks off a lot of extra systems and telemetry that make our investigations significantly more effective. The Road Ahead Fair-play matters, and we have lots of hammers still in the forge, hot and are looking forward to sharing more details just as soon as they are tempered and ready to strike. Stay sharp out there, soldier. I’ll see you on the Battlefield, BF_SledgeHammer1.4KViews3likes33CommentsBATTLEFIELD 6 UPDATE 1.4.1.0
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war. At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Naval Combat & New Gameplay System Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore. New Map Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare. New Vehicles RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water. 7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast. New Weapons & Attachments BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat. EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat. VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth. Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons. New REDSEC Content Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina. Battle Pass Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea. Battlefield Pro Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4. Major Updates for 1.4.1.0 Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal. Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay. Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation. UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed. Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing. Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play. REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow. CHANGELOG PLAYER: Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting. Sliding no longer retriggers when the crouch hold input remains held after an initial slide. Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground. Soldier visual effects while swimming and resurfacing have been updated Spawning on a squad mate in crouch stance now deploys you in crouch stance as well. The soldier no longer slowly blends into position after mounting an object in the world. Weapon attachments are now less likely to appear floating when using soldier skins. Zipline and flash effect animations now behave as intended while spectated in first-person. Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water. Aim assist now fully supports enemy targets while they are swimming. Fall damage is now slightly reduced when falling into shallow water. Parachutes now deploy as expected when nearing the water surface. Players can now drag and revive squad mates in water. Players can now spawn on squad mates who are swimming in deep water. VEHICLES: Helicopter rotor wash now affects vegetation more realistically. Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes. The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved. Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning. GADGETS: Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear. Launchers that discard their tubes now continue to reload even if they are no longer the active weapon. RPG detonations underwater no longer create dirt impact effects. The EOD Bot Arm and the Sledgehammer can no longer be used while swimming. The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs. The Sledgehammer can no longer be used for quick swings while swimming. WEAPONS: Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3. Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater. SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater. MAPS & MODES: Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck. Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb. Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects. UI & HUD: Battle Pass points and path text no longer overlap on the End of Round screen. Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out. Category icons now appear correctly in the Challenges menu during gameplay. Challenge reward icons now appear correctly when unlocked during gameplay. Corrected a typo in the description for the “Mercy Stroke” weapon package. Improved the readability of the Anti-cheat watermark. Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive. Increased the size of the bomb icon in the Obliteration game mode HUD. Interior map details now appear correctly on the minimap. Kill indicators now expand outwards and fade out faster, reducing how long they remain in view. Magazine attachment indicator alignment has been improved when customising the M/60. Magazine attachment indicator alignment has been improved when customising the SL9. Main menu tiles now remain visible as intended when returning to the menu after a match. Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped. Muzzle attachment UI alignment has been improved when customising the Vz.61. PP-19 weapon tags now appear correctly in the front end. Resolved an occasional client-side crash that could occur when the tutorial system updated. Responding to “Quick Message” notifications no longer also triggers in-game actions. Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay. Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen. Reward icons now appear correctly in in-game challenge completion notifications. Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page. Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights. Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it. The “Backwoods Battler” character skin now displays the correct icon artwork. The “Chemical Agent” character skin now displays the correct icon artwork. The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time. The Challenges button has been removed from the in-game attachment screen to prevent UI overlap. The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate. The filter selection on the Season Stats page no longer resets when switching between seasons. The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying. The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen. Tutorial prompts no longer remain on screen after redeploying or being eliminated. SETTINGS: Add support for NVIDIA DLSS Multi Frame Generation x5, x6. Add support for NVIDIA DLSS Dynamic Multi Frame Generation. Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation. Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game. The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section. PORTAL: A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors. Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences. Added missing help text for Impulse blocks in the Rules Editor. Added support for the “IsClosed” property on Waypoint Paths. Added the “GetPlayer” and “GetVehicle” functions. Additional Season 3 weapons, attachments, and gadget have been added to Portal. Andy’s Custom Breakthrough Template has been added to the SDK. Corrected errors that could occur when publishing the Moving Platform Example. “Create Custom Mode” now generates the files needed for “Import from File”. “GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle. HQ team colours now display correctly. “IsCurrentMap” now works correctly for remotely hosted games. Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options. “SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums. The “ForceBombDrop” action can no longer be used when there is no bomb carrier. The “mod.GetSpawner” function now accepts arguments correctly. The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly. The Railway to Golmud train capture point now follows the train correctly on the map. AUDIO: Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration. Added female soldier voice-over lines for drowning and surfacing. Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration. Added new Season 4 Battle Pass radio station music. Added new soldier voice-over lines after breaching and resurfacing from underwater. Commander voice-over now plays as intended during Overtime in Obliteration. Corrected a phasing issue with stationary launcher audio while aiming down sights. Improved audio responsiveness for sea vehicles moving through waves. Improved audio responsiveness for stationary turret movement. Third-person death efforts from underwater soldiers can no longer be heard by other players. Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds. AI: With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles. Bots can now swim and will move towards shore after ending up in water. Bots can now use boats to navigate to objectives. Bots can now use land vehicles to cross rivers and very shallow water. Bots no longer eliminate themselves after falling into certain pools on Eastwood. Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers. Bots no longer take all available boats at the start of new rounds, leaving boats available for players. Bots now abandon boats that become beached. Bots will now respond to “Request Pick-Up” requests while navigating boats. REDSEC PLAYER: Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning. “Squad Wipe” score events now trigger correctly after eliminating an enemy squad. UI & HUD: In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale. Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale. Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly. Squad colours now display correctly on the Gauntlet End of Round screen. The Tactical Armory can now be pinged correctly in Battle Royale. AUDIO: The Handler briefing now plays as intended during the Battle Royale insertion cinematic. The Handler no longer warns players who are underground about parachuting enemies nearby. COMPETITIVE: “End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity. “End of Round” RP progress now displays correctly when a player’s RP value drops below zero. Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale. Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed. Updated “End of Round” RP tally animations to improve scoring clarity. Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale. VEHICLES: The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes. WEAPONS: M320A1 Level 2 Grenadier Trait Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2. Reduced the M320A1 HE maximum ammunition increase from 5 to 4. Level 3 Cluster Munitions Trait Reduced the number of submunitions created from 6 to 3. Reduced submunition maximum blast damage from 30 to 20. Reduced submunition blast radius from 2m to 1.5m. Reduced maximum damage distance from 0.6m to 0.3m. Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location. Adjusted submunition bounce behaviour to further reduce clustering after impact. 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.2.5KViews7likes50CommentsBattlefield 6 - Anticheat Metrics - August
Hey Soldier, August and Season 4 were well on their way. With the launch of Naval Combat, new vehicles and ways to play, there come opportunities for bad-actors to try to use them for malicious purposes. In the previous July update, MIR ended at 4.76% and has stabilized to 4.64% at the start of August. Refer to our January update, where we discussed how the MIR updates to understand how and why these shifts occur in more detail. August: Results & Impact From the end of July, MIR started at 4.64%. This continued to steadily decline as low as 2.89% on August 25th, and then began to see an increase to 3.24% at the end of August on the 31st as of this update. Through August, EA Javelin Anti-Cheat prevented 327,756 attempts to cheat or tamper with the game before they could impact matches. We are presently still tracking a total of 110 (+6) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 105 (+5) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (95.45%). In case you missed it, we also took the fight against cheaters outside of the game, and you can read more about it in our previous blog. Keep it fair out there - see you on the Battlefield. BF_SledgeHammer61Views1like1CommentBattlefield 6 - Community Update - Siege of Vegas Incoming
Hey everyone, Season 5 is almost here, bringing new places to fight, new ways to play, and plenty of updates across Battlefield. With three new maps taking us to Vegas across the whole season (including two ready for action right at launch), new weapons joining the arsenal, Rapid Royale arriving in REDSEC, more updates across gameplay and Portal, and Server Browser coming later in the season, there’s a lot heading your way. Beyond the new content, we also want to use this Community Update to give you some early context on some of the changes arriving alongside Season 5, ahead of our full reveal soon to follow. That includes updates to combat, how we're approaching matchmaking and REDSEC playlist rotations, new updates for Portal, and more. Let’s take an early look at some of what’s coming with the first phase of Season 5. Season 5 Kicking Off with Two New Maps in the Desert These maps will deliver the latest all-out warfare experiences across diverse, dynamic combat environments designed to test every playstyle. Encounters offer a seamless variety of tactical experiences, transitioning from intense, close-quarters infantry engagements through dense interior spaces and elevated vantage points to large-scale combined arms combat. Whether pushing forward in close-range firefights or coordinating across vast terrain under contested skies filled with air and heavy vehicle combat, squads must adapt quickly to survive every theater of war. Keep an eye out for upcoming deep dives as we break down these experiences in the near future. Gameplay Updates Combat Experience Updates Season 5 includes a range of balance updates across weapons, classes, vehicles, and anti-vehicle gameplay. Our focus with these changes is to create clearer roles for the tools available to each class, improve the balance between infantry and vehicles, and continue refining how different weapons perform across engagement ranges. There’s plenty more coming this season beyond what we’re covering today. We’ll be back soon with the full reveal, including more on the new content coming throughout the season. In the meantime, we want to dig into some of the gameplay changes and improvements arriving alongside Season 5. Vehicle Improvements We're continuing to refine the balance between vehicles and the tools available to counter them in Season 5, with updates aimed at creating clearer strengths and weaknesses on both sides of an encounter. Armored vehicles are receiving adjustments to health regeneration, directional damage, and weak spots, making positioning and where you hit a vehicle more important. Anti-air options are also being adjusted, including improvements to Mobile and Stationary AA cannons, and changes to Scout Helicopter rockets and their resupply timing. We're also refining vehicle loadouts to give weapons and ammunition clearer roles, alongside updates to aim-guided missiles and anti-vehicle tools such as the M15 AV Mine and the PTKM-1R. Air vehicle resupplies will now be vehicle-specific, with additional quality-of-life improvements to visibility when using High-Velocity Shells. Together, these changes are aimed at creating more consistent vehicle combat while making positioning, loadout choices, and counterplay more meaningful. Updates in REDSEC Season 5 brings some changes to our REDSEC playlists, including the arrival of Rapid Royale Solos, updates to our mode rotations, and additional improvements to the Battle Royale experience. Additionally, the Phantom Program in REDSEC is staying active beyond Season 4, giving you and your squad more time to tackle those challenges. Rapid Royale Arrives in Season 5 At the start of Season 5, Rapid Royale Trios and Solos will join REDSEC, offering a faster-paced take on the Battle Royale experience. Rapid Royale is designed to get you into the action quickly, with a more condensed Battle Royale experience built around faster matches and more frequent engagements. Some of you may also recognize elements of Rapid Royale from testing through Battlefield Labs, where your participation helped us evaluate and refine the experience ahead of its Season 5 release. With Rapid Royale joining the lineup, we're also making some changes to the modes available at the start of the Season. We’ll share more details closer to the release. What's Changing in Season 5? With Rapid Royale Solos and Trios releasing in Season 5, we’re also making some changes to the modes available through matchmaking. Following our testing in Battlefield Labs, we’re confident in the experience Rapid Royale brings to REDSEC and the faster-paced take on Battle Royale it offers. With its launch, we want to give Rapid Royale the best opportunity to deliver that experience with healthy matchmaking, consistently filled matches, and plenty of players jumping into the action together. That means prioritizing Rapid Royale as we head into Season 5 and making some adjustments to the existing lineup. At the start of Season 5, the current rotation between Battle Royale Solos and Duos will end. We understand Duos is an important way many of you play REDSEC, and we're currently planning for Battle Royale Duos to return later in Season 5. Soon, we'll share more about our plans for REDSEC rotations moving forward. Our current direction is for Rapid Royale Solos and Battle Royale Duos to rotate, but we'll continue looking at matchmaking data and the overall player experience before finalizing those plans. An Update on Gauntlet and REDSEC Rotations We've enjoyed seeing players jump into Gauntlet and compete through its unique round-based experience since REDSEC launched. We’re proud of what the team created with Gauntlet and the different kinds of competitive experience it brought to Battlefield. At the same time, we want to be transparent that Gauntlet currently represents a much smaller portion of REDSEC play, which can make it increasingly difficult to consistently find and fill matches, particularly in smaller regions or in regions with a smaller Gauntlet population. With Season 5, we're prioritizing Rapid Royale Solos and will be removing Gauntlet from the active playlist lineup. This decision allows us to provide healthier matchmaking, more consistently filled matches, and shorter queue times in REDSEC. While Gauntlet will no longer be part of the regular lineup, we're leaving the door open to its return in the future as we continue to monitor how players engage with REDSEC and adjust our playlists when it makes sense for the overall player experience. This is part of our broader approach to matchmaking and playlist rotations. As we've discussed previously, maintaining too many active playlists can spread players across multiple queues, impacting matchmaking health and the time it takes to get into a match. Our goal with rotations is to balance the variety of ways you can play Battlefield while creating more consistent matches that fill and get you into the action faster. Battle Royale Gameplay Updates Beyond playlists, we're making several updates to the Battle Royale experience in Season 5. Class Training Paths are being updated across Assault, Engineer, Support, and Recon to further define what each class brings to a squad. This includes new benefits around survivability, armor, revives, spotting, and anti-vehicle play. Armor plating will also be 20% faster across all classes. The Battle Royale loot pool is expanding as well, with more gadgets available across Police Vans, Ambulances, and Class Crates, giving squads more tools to find as a match unfolds. Finally, Reconnect is coming to REDSEC, allowing you to return to an active match after being disconnected and get back into the fight with your squad. We've also recently updated Ranked matchmaking bands to better align players within their intended Rank ranges. This change is already live, but we wanted to highlight it here for anyone who may have missed it. Weapon Improvements We're making several adjustments to how weapons perform against armored players in Battle Royale, particularly across different engagement distances. PDWs, Carbines, Assault Rifles, and LMGs will require an additional bullet to eliminate armored targets at specific ranges, helping further distinguish where each weapon type is most effective. DMRs are also receiving additional tuning, including changes to the M39 EMR and SVDM, alongside updates to ammunition limits for DMRs and Sniper Rifles. We're also updating the starting gadgets available to several classes. Engineer will deploy with the Repair Tool and M136 AT, Support with the Supply Pouch and Deployable Cover, and Recon with T-UGS and the Mobile Jammer. Additional gadgets are also being added to the Battle Royale loot pool, giving you more options to build out your loadout as a match unfolds. We'll have the full weapon-by-weapon breakdown in the Season 5 update notes. Portal Updates Season 5 continues to expand where and how you can build in Portal, with new maps, new spaces to explore, and more environments opening up to creators. Both of the new maps in Phase 1 are joining the Portal lineup, water support is expanding across more REDSEC and multiplayer maps, and the Crashed Carrier is making its way into the toolkit as a new POI to build around. Whether you’re heading to the desert, the Strip, or out to sea, there’s a lot more space to make your own in Season 5. Two New Maps Both will be available for builders as Verified Portal Experiences at the start of Season 5, with support for Custom Experiences coming later in the season. Staying Hydrated in Portal We’re expanding water support across more Portal maps, giving creators more environments to build experiences that make use of water. With Season 5, water will expand beyond Ocean Sandbox to include Sandbox and all REDSEC maps, including Complex 3, Defense Nexus, Redline Storage, Area 22B, Marina District, Downtown, Golf Course, and USS Grant. In later updates, we're planning to expand water support across multiple Battlefield 6 multiplayer maps. This is another step toward giving creators more flexibility when choosing where and how to build their Portal experiences. Crashed Carrier POI Coming to Portal The Crashed Carrier is a US aircraft carrier that was brought down off the coast of Fort Lyndon, creating an all-new POI for Battle Royale, now in Portal starting Season 5. Drop into this Crashed Carrier to contest a new high-value combat space. This new area features higher-value loot than standard POIs on the map. See You in Sin City There’s plenty more ahead for Battlefield. We’ll continue monitoring the changes arriving with the Season 5 update while working alongside your feedback and building toward what comes next. For the latest updates, keep an eye on this subreddit and our BattlefieldComm X account. If you need to report any issues, please visit EA forums. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord. 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.161Views1like1Comment