Battlefield 6 - Community Update - Holiday Wrap-Up
Hey everyone, As we head into the holiday season and say goodbye to 2025, we wanted to take a moment to reflect on everything we have accomplished together and share a little about what is coming next for Battlefield 6 in the new year. It has been an incredible year for the team. We introduced Battlefield Labs, launched Battlefield 6, brought Battle Royale to the franchise through REDSEC, and kicked off Season 1. This is only the beginning, and we remain committed to continuing to build Battlefield 6 with the community in the year ahead. Thank You Whether you’re reading this between matches, on the way to see family, or taking a well-deserved break from the battlefield, thank you for being here. Your support throughout launch, your energy during Season 1, and all of your Only in Battlefield moments have made this year unforgettable. We have seen players of every kind jump into the game. Battlefield veterans grinding Multiplayer and PTFO. REDSEC players chasing the perfect drop. Portal creators building experiences we never imagined. You have each left your mark on the game in your own way. Your reports and thoughtful discussions have helped us iterate quickly and focus on the things that matter most. We will continue to build on this collaboration as we move into the new year. Battlefield 6 & REDSEC by the Numbers Let’s take a quick look at some of the incredible results from the all-out warfare you’ve created together: Played over 1.7 billion matches and logged 383.5 million gameplay hours Delivered 12.4 billion kills and 871 million revives Deployed classes across all modes as: Engineer: 28% Support: 27% Assault: 26% Recon: 19% Scored over 300 million shotgun kills and more than 2 million players with defibs Destroyed 102 million helicopters and jets, with engineers alone turning over 18 million tanks into scrap Team Highlights We also asked a few folks on the team for their favorite Battlefield 6 memories this year: One of my favorite moments was an animation bug with the sledgehammer that accidentally made the MP5 deploy animation look like a hidden easter egg. Watching the community clip it and react to it as if it were intentional was hilarious. https://x.com/DRUNKKZ3/status/1989256562268099060- Florian Le Bihan, Principal Game Designer In one Breakthrough match on Empire State, an attacker knifed me on the basketball court, spotted my developer tag, and immediately started yelling in All Chat for everyone to hunt me down. That turned into a match-long manhunt, full of melee duels and sledgehammer bonks, with both sides laughing and spamming love in chat. We still defended Manhattan, but my belly hurt from laughing so much. - Oli Zielinski aka spacebarisdefect, Technical Designer I was really touched by a longtime Battlefield fan facing serious health issues who was worried they might not make it to see the BF6 release. Motive organized a visit so that they could play the game early, meet the team, tour the studio, and leave with a BF swag pack. Seeing everyone go the extra mile for a single community member was incredibly special. - Alexandra Lucas, Game Writer II My favorite moment was being at the multiplayer reveal event and hearing the crowd erupt when we announced Portal. I was blown away by the crowd’s reaction. After working on Portal for almost 5 years, from BF2042 to BF6, it was a little stressful but incredibly rewarding to see that reaction and feel the team’s hard work pay off. - Ricardo Rojas Avellaneda, Quality Designer I Celebrating the launch at the office with all my colleagues and watching the player-count graph fly up towards the sky as we opened the flood gates was unforgettable. - Oliver Andersen, Tech Lead Portal Recently, we began featuring community-made Portal experiences in-game, and we will continue highlighting creations that stand out for their innovation, fun, or unique twists on Battlefield gameplay. Here are a few experiences from the community that we have been thoroughly enjoying: FaithWalker’s Hardcore Conquest Created by: FaithWalker Experience Code: MPHD Features: Custom-set limited HUD, crawl when downed, 90% movement speed, open weapons with DMR’s removed, faster vehicle destruction, and fine-tuned damage that makes most weapons 1-2 shot kills depending on caliber and range. RPGs Vs Golf Carts Created by: Choanie Experience Code: Z85X9 Defend the platform with RPGs while waves of golf carts attempt to crash into you. Survive the assault or destroy every cart before it reaches your position. Gulf of Lyndon Conquest Created by: Kurtinthegrind, viperstudioandy, and Byarlant Experience Code: ZFBV2 A large-scale Conquest setup featuring vehicles, intense urban combat, air engagements, and naval warfare across the Gulf of Lyndon. Community Highlights One of the best parts of Battlefield 6 is seeing what you create on the battlefield. From clever plays to cinematic moments, you have been sharing incredible clips, stories, and creativity across our community spaces. Here are just a few of the many moments that made their way around the team this year: Zero-kill win in Battle Royale: https://www.reddit.com/r/Battlefield/comments/1ou8v3j/after_65_attempts_at_a_zerokill_win_in_redsec_i/ Amazing player using his mouth only to play BF6: https://www.instagram.com/reel/DQW9JPIEQ4t/?igsh=MXVoeW5kZmNieGt2cg== Pea playing Battlefield 6: https://www.tiktok.com/@poopernoodle/video/7578950861640994070 Battlefield 6 Photographs: https://www.youtube.com/shorts/J5Z8NyUE7XI The flank of the century: https://www.reddit.com/r/Battlefield/comments/1mn9hyh/excuse_me_guys_i_just_need_to_destroy_this_apc/ Please keep sharing your moments, experiments, and “did that really just happen?” plays. We love seeing them, and they continue to inspire the team. Looking Ahead to 2026 We’re already deep into planning what’s next for Battlefield 6 in 2026, and we’ll have more to share in the new year about the future of the game, upcoming seasons, and how we’ll keep evolving the experience with you. Some of the things we’re focused on right now include: Refining core gameplay, balance, and quality-of-life improvements across Multiplayer, REDSEC, and Portal. We are developing new maps and weapons that introduce fresh tactical opportunities and keep the experience evolving in meaningful ways. Preparing fresh experiences for future seasons so there is always something new to jump into. Exploring how we can expand Battlefield Labs by bringing more of its experimentation into the live experience. BR Solos: This is still on our minds. We are working through the technical details to deliver it at a quality level that feels right for Battlefield. Once we are confident in the plan and timing, we will share more. And for those keeping an eye on the skies… yes, a certain little bird is eager to say hi again. We’ll have more to share in the new year as Battlefield 6 continues to grow with your support. Holiday Quiet Time As we head into the holidays, remember to make some time for yourself and your loved ones. Take some time to rest and relax. And if you do plan on jumping back into the Battlefield, make sure to check your 6 and above. The team will be taking a short breather to recharge before returning in the new year. Communication may be quieter during this time, but core support and anti-cheat operations will continue as usual. If you encounter any issues, you can still report bugs on the EA Forums, and our Battlefield Discord remains a great place to stay connected with the community. From all of us on the Battlefield team, thank you for an amazing year. Happy holidays, stay safe, and we will see you on the Battlefield again soon. //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.32Views0likes0Comments[Battlefield Comms] Changes to Vehicle Availability in Breakthrough.
Over the last few days, we’ve been rolling out a set of changes across multiple Breakthrough maps, starting with our earlier test on New Sobek City. These changes are aimed at improving overall pacing and vehicle availability between Attacker and Defenders, and we are actively monitoring how these changes are impacting gameplay. If we find that these changes are not performing well, we are prepared to rollback some or all of these changes as our focus remains on steadily improving Breakthrough overall. Thank you for your patience, support, and feedback as we continue to tune the mode. We look forward to providing further updates in the New Year. Happy Holidays!18Views0likes0Comments[Battlefield Comms] Raven Raiders bundle items
Due to technical issues with items in the Raven Raiders bundle, we had to temporarily hide them from players' inventory. This has now been resolved, and the items are now available once again. Apologies for the confusion caused by this, and thank you for your patience.39Views0likes0CommentsBattlefield 6 - Community Update - Winter Offensive Launch and Player Feedback
Hi everyone, With this week’s release of Game Update 1.1.3.0 Winter Offensive, many of you jumped in right away, shared your first impressions, and highlighted issues and unexpected behaviors. Thank you for the quick, detailed feedback. It helps us move fast and stay focused on what matters most. We want to give you a clear status update on the issues we are tracking, the work already completed, and our near-term and future plans. The team has been reviewing all reports since the update, including items related to Breakthrough, the Firing Range, Portal, the Main Menu, and performance topics such as micro-stuttering on PC, along with several other issues raised by the community. Several items have already been identified, are being addressed, or have been resolved. We are preparing to publish hotfixes to resolve a number of these issues, currently targeting the below dates, while others will require additional investigation and validation before solutions can be finalized: December 12: Steam We’re releasing this update early to resolve the Micro Stuttering issue. It also includes improvements to the Main Menu and the Firing Range based on your recent reports. December 15: PlayStation 5, Xbox Series X|S, EA app This hotfix will include resolutions for issues related to the Main Menu and the Firing Range. Our goal is to keep you informed, show where resolutions are progressing, and set expectations for what’s coming next. Issues Identified After Update 1.1.3.0 Below is an overview of the key issues identified since Update 1.1.3.0 went live, along with their current status and the work underway to address them. Battle Royale - Users remain stuck in air during insertion Status: Resolved We have identified an issue in Battle Royale where players may remain stuck in the air viewing their aircraft instead of dropping in after the pre-round, and we have resolved this via a backend change. Battle Pass Tier Skipping with Winter Offensive Bonus Path Status: Resolved We had identified an issue affecting Tier Skipping on the Winter Offensive Bonus Path, this was temporarily disabled across all platforms. Following a resolution this is now enabled once again and you are now able to tier skip within the Bonus Path. Changes to Soldier Momentum Status: Resolved We have confirmed inconsistencies where players were losing too much momentum during successive jumps, as well as through sliding. These issues have now been resolved and players should now hold speed as intended prior to this Game Update. Daily Challenge Rewards Status: Resolved The XP reward for Daily Challenges was unintentionally reduced from 5,000 to 3,500 XP. This has since been resolved, and the rewards have been restored to their original values. Conquest Ticket Count (1000 instead of 1200) Status: Resolved Conquest ticket counts were appearing lower than intended on some servers. We have implemented a resolution to restore the correct value of 1200. Main Menu Navigation Status: Resolution Underway via Hotfix Some players are experiencing a hard-lock on the bulletin panel or difficulty navigating menu tiles, or in some cases selecting Ice Lock and receiving the original variant of Manhattan Bridge. We have reproduced these issues and applied a temporary solution while a hotfix takes place shortly to address it fully. Micro Stutter taking place at set intervals (Steam) Status: Resolution Underway via Hotfix We have received multiple reports of recurring micro stutter during matches for players on Steam. The team is working through finalising a resolution to this. A temporary workaround for individuals is to set your online status within the friends list to Offline. A hotfix with a resolution is scheduled for December 12. Firing Range - Damage Display, Target Hit Detection Status: Resolution Underway via Hotfix We have confirmed inconsistencies in how hit registration and damage values are displayed at various distances in the Firing Range. We also identified a separate issue where targets were not correctly registering bullet impacts. A hotfix is planned to address this behavior across all platforms. Bot Stats Tracking Status: Resolution in Development Earlier this year, we removed Bot kills from player stats but encountered a related issue that prevented us from removing deaths in the same way. This resulted in inconsistencies on the stats page, and while we work on resolving the underlying bug, we have temporarily re-enabled Bot kills to keep values aligned. Our goal is to fully resolve this issue in future updates, and we are currently investigating improvements to the profile page that allow customization of what statistics you want to show, providing you with more ways to express your Battlefield career. Instances of Rubberbanding with Min-Spec Systems Status: Resolution in Development PC players with CPUs near the minimum spec and running low graphics settings may see rubberbanding, hit-reg issues, or latency-like symptoms if the game can’t maintain the 60Hz simulation rate due to CPU load. You can check this by enabling the performance overlay: Settings → Graphics → Advanced → Modify → Performance Overlay → Simple. If the sim rate is dropping, try capping your frame rate in the Advanced Graphics settings to help balance CPU usage. The team is working on improvements for a future update. Community Feedback We have also been reviewing your feedback around other changes within this update, and want to highlight the main themes we are seeing across community channels. Breakthrough Following our 1.1.3.0 Update Notes, many of you shared concerns that the increase in attacker vehicles can make certain maps difficult to defend, especially with fewer players per team, and that additional anti-vehicle options may be needed. We also heard strong sentiment around player count and pacing, with some players preferring the intensity of 64-player Breakthrough or map-specific player counts to better match each layout. Players also pointed out that objective placement and sector flow can contribute to imbalance on certain maps, and that improving defender access or reducing early attacker momentum may be more impactful than vehicle changes alone. Finally, we saw reports of new vehicles spawning while earlier ones were still active, which led to more pressure on defenders than intended. We rolled out a resolution yesterday, as part of our ongoing tuning, and we will continue to monitor for new occurrences. Your feedback continues to guide the direction of our Breakthrough improvements, and we will share more as future adjustments take shape. Vehicles We’ve also heard concerns about tanks taking unintended damage in specific situations, and we have addressed this in this update by fixing cases where projectile interactions were not behaving as expected. We also heard that armored vehicles could sometimes take inconsistent damage depending on angle, so we updated vehicle damage zones to improve reliability. In Breakthrough, we heard how vehicle availability and flow affected attacker momentum (not to be confused with the issue around too many tanks spawning), and several maps have now been adjusted to support clearer pacing across sectors. We also fixed an issue where vehicle-mounted machine guns would occasionally fail to register damage, improving the responsiveness of gunner seats. We have also seen a growing amount of feedback around air-to-air combat. In response, we are reviewing targeted changes to improve these encounters. Early next year, we plan to reduce jet cannon damage to increase the average life expectancy for jet pilots. Beyond Season 1, we are investigating a dedicated air radar system that will help with visibility and situational awareness during air engagements. As always, your feedback plays an important role in shaping our priorities. If you have been playing since the update, we would love to hear how vehicles feel now and which aspects of vehicle gameplay matter most to you moving forward. See you on the Battlefield. Next Steps We will continue validating the resolutions already in development, gathering additional data from your reports, and prioritizing remaining issues based on severity and player impact. Several items have already been resolved, or will be through our upcoming hotfixes. More improvements are planned in upcoming updates. Thank you again for your continued feedback and patience as we work through the issues introduced with Update 1.1.3.0. Your reports help us move quickly, focus on the right areas, and keep improving the Battlefield 6 experience. We will continue to monitor the situation closely and provide updates as fixes roll out. We appreciate your support, your passion, and your dedication to the game. //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.2.4KViews4likes0Comments[UPDATE] Battlefield REDSEC Elite and Open Series Season 1 Update
Update Dec. 10, 2025 To our Battlefield REDSEC Elite Series community, After a thorough review, due to an unforeseen technical issue that impacted the integrity of the competition, we’ve made the difficult but necessary decision to postpone the Battlefield REDSEC Elite Series in all regions. We want to be upfront: this is on us. We’re truly sorry for the disruption this causes. Your time, passion, and commitment have meant everything to this series, and we don’t take that lightly. We remain fully committed to the Battlefield REDSEC Elite Series and to creating a competitive scene that’s built to last. We’ll share more updates in the new year. The inaugural Battlefield REDSEC Elite Series competition begins this week, and we’re hyped to watch 600 of the greatest players in the world compete for glory across the Americas, EMEA, and APAC. Ahead of the first Elite Series match on December 10th, we have several updates to share with our competitive community, including a schedule change to the Open Series: While it was our intent to launch both our Elite and Open Series close together, we’ve identified an in-game issue specific to Open Series competition that requires us to push the Open Series start date to next year. We know this may be disappointing news for participants and fans. However, this extra time will allow us to resolve issues and create a smoother experience. We’ll update you in the new year on the Open Series’ inaugural matches. In the meantime, the Elite Series will kick off on December 10th and we can't wait for you to tune in to experience thrilling matches and intense combat in REDSEC. Below you will find our scoring system, schedules, and other key details that will help prepare you for the Elite Series: REDSEC Elite Series Schedule, Scoring and Additional Key Details The REDSEC Elite Series will begin on December 10th across all regions, where all matches will be streamed by participating competitors. Elite Series Season 1 Schedule APAC Match Day Date Start Time Projected End Time Match Day #1 Wednesday, December 10, 2025 09:00 AM UTC / 1:00 AM PT / 5:00 PM SGT / 6:00 PM JST / 8:00 PM AEDT 12:30 PM UTC / 4:30 AM PT / 8:30 PM SGT / 9:30 PM JST / 11:30 PM AEDT Match Day #2 Thursday, December 11, 2025 09:00 AM UTC / 1:00 AM PT / 5:00 PM SGT / 6:00 PM JST / 8:00 PM AEDT 12:30 PM UTC / 4:30 AM PT / 8:30 PM SGT / 9:30 PM JST / 11:30 PM AEDT Match Day #3 Tuesday, December 16, 2025 09:00 AM UTC / 1:00 AM PT / 5:00 PM SGT / 6:00 PM JST / 8:00 PM AEDT 12:30 PM UTC / 4:30 AM PT / 8:30 PM SGT / 9:30 PM JST / 11:30 PM AEDT Season Finals Thursday, December 18, 2025 09:00 AM UTC / 1:00 AM PT / 5:00 PM SGT / 6:00 PM JST / 8:00 PM AEDT 1:00 PM UTC / 5:00 AM PT / 9:00 PM SGT / 10:00 PM JST / 12:00 AM AEDT EMEA Match Day Date Start Time Projected End Time Match Day #1 Wednesday, December 10, 2025 4:00 PM UTC / 8:00 AM PT / 4:00 PM GMT / 5:00 PM CET 7:30 PM UTC / 11:30 AM PT / 7:30 PM GMT / 8:30 PM CET Match Day #2 Thursday, December 11, 2025 4:00 PM UTC / 8:00 AM PT / 4:00 PM GMT / 5:00 PM CET 7:30 PM UTC / 11:30 AM PT / 7:30 PM GMT / 8:30 PM CET Match Day #3 Tuesday, December 16, 2025 4:00 PM UTC / 8:00 AM PT / 4:00 PM GMT / 5:00 PM CET 7:30 PM UTC / 11:30 AM PT / 7:30 PM GMT / 8:30 PM CET Season Finals Thursday, December 18, 2025 6:00 PM UTC / 10:00 AM PT / 6:00 PM GMT / 7:00 PM CET 10:00 PM UTC / 2:00 PM PT / 10:00 PM GMT / 11:00 PM CET AMERICAS Match Day Date Start Time Projected End Time Match Day #1 Wednesday, December 10, 2025 8:00 PM UTC / 12:00 PM PT / 3:00 PM ET 11:30 PM UTC / 3:30 PM PT / 6:30 PM ET Match Day #2 Thursday, December 11, 2025 8:00 PM UTC / 12:00 PM PT / 3:00 PM ET 11:30 PM UTC / 3:30 PM PT / 6:30 PM ET Match Day #3 Tuesday, December 16, 2025 8:00 PM UTC / 12:00 PM PT / 3:00 PM ET 11:30 PM UTC / 3:30 PM PT / 6:30 PM ET Season Finals Thursday, December 18, 2025 11:00 PM UTC / 3:00 PM PT / 6:00 PM ET 3:00 AM UTC / 7:00 PM PT / 10:00 PM ET Note: Match Day and Season Finals start times are subject to change. Elite Series Season 1 Scoring Each Elite Series match day - including the Season Finals - follows the same two-stage format: Stage One is a set of six Battle Royale matches, with all 50 teams split into two lobbies of 25. Across these six matches, teams earn points for kills and placement to encourage high-intensity tactical play. The top four teams from each 25-team lobby (8 teams in total) advance to the Match Day’s Stage Two. BATTLE ROYALE PLACEMENT SCORING 1st Place 22 points 2nd 17 points 3rd 14 points 4th 10 points 5th 8 points 6-7th 7 points 8-12th 5 points 13-17th 4 points 18th-25th 0 Points BATTLE ROYALE ADDITIONAL SCORING Kills 1 point (per kill) If two or more teams are tied after the BR stage, ties will be broken in the following order: Highest single-match score. If still tied, next-highest single-match score (repeated until all six matches are compared). If still tied, best single-match placement. If still tied, next-highest single-match placement (repeated until all six matches are compared). If no distinction can be made after comparing all of the above, the tie will be resolved by random draw. Stage Two is simple: one Gauntlet to win it all. As a reminder, REDSEC’s Gauntlet all-new cutthroat, knockout-style, fast-paced elimination experience pits squads against each other in a series of high-octane missions. After each round, the bottom two squads are eliminated until only one team remains. Only one Gauntlet match will be played to determine a Match Day winner. Compared to a regular, non-Elite Series Gauntlet that can be played in REDSEC, the competitive version of Gauntlet hones in on specific map and mode combinations, along with an extended round timer. Over time, we look forward to community feedback on how we can continue iterating on Gauntlet to create the most competitive experience possible. Elite Series Points and Season Finals Information At the conclusion of each of the first three match days, teams are awarded Elite Series Points based on their final placement. For Stage One (Battle Royale) Placement, points are awarded from overall point placement within their lobby, with no cross-lobby scoring comparisons. MATCH DAY SCORING Stage Two (Gauntlet) Placement Elite Series Points 1st 35 2nd 32 3rd 29 4th 28 5th 26 6th 25 7th 23 8th 22 Stage One (Battle Royale) Placement Elite Series Points 5th 20 6th 19 7th 18 8th 17 9th 16 10th 15 11th 14 12th 13 13th 12 14th 11 15th 10 16th 9 17th 8 18th 7 19th 6 20th 5 21st 4 22nd 3 23rd 2 24th 1 25th 0 While lobby seeding (what squads are in each 25-squad lobby) is random for our inaugural Match Day on December 10, all following Match Days for Season 1 will sort lobbies by cumulative Elite Series Points in a “snake draft” style format. For example: Sample Match Day 2 “Snake Draft” Seeding (Top-10 Placements + 49th, 50th) LOBBY A LOBBY B Match Day 1 (MD1) Winner MD1 Runner-Up MD1 4th Place MD1 3rd Place MD1 5th Place MD1 6th Place MD1 8th Place MD1 7th Place MD1 9th Place MD1 10th Place Etc… Etc… MD1 49th Place MD1 50th Place Season Finals occur at the end of the three qualifying Match Days. The top 25 teams in each region (by Elite Series points) advance to this championship event. Similar to the Match Day format, all 25 teams compete together in one lobby through a six-match Battle Royale series. The top eight teams from this series move on to the Gauntlet Finals, where they face off in one sudden-death elimination Gauntlet match to crown the Season Champion. Final standings for the Season Finals are determined as follows: Places 1–8: Decided by finishing positions in the Gauntlet Finals. Places 9–25: Determined by Battle Royale standings from the six-match series. Places 26-50: Ranked by total number of Elite Series points across the first three match days. This structure ensures that consistent performance across the Elite Series is rewarded with qualification, while the Season Finals spotlight the most clutch and versatile teams under the brightest lights. We cannot wait for our first Elite Series matches to start on December 10th, and look forward to watching the competition alongside our community. // The Battlefield Team254Views3likes0Comments[BFComms] Player Momentum & Tier Skipping Fixes
Our team continues to work through your feedback and unexpected behaviours with Update 1.1.3.0. The following changes are now live across all platforms, you may need to reload your game if you have yet to see the change take place on game servers. - Player Momentum Update - Fixed an issue where players felt they were losing too much momentum during successive jumps, as well as through sliding. Movement should now hold speed as intended prior to Update 1.1.3.0 and feel closer to the behaviour you expect. - Battle Pass Tier Skipping with Winter Offensive Bonus Path - As communicated yesterday, we had taken a measure to temporarily disable this functionality. Following a resolution this has now been enabled once again, individuals that had used tier skips during the initial window should now see that their tier skips had applied. Thank you for your continued feedback around this update!122Views3likes0CommentsBattlefield 6 Game Update 1.1.3.0 is now live on all platforms!
At 12:00 UTC, Winter Offensive arrives, and you'll be able to battle it out across a new time-limited map and themed event with Ice Lock on Empire State. The Gameplay Improvements and Fixes are now in place. NEW CONTENT: WINTER OFFENSIVE - New Time-Limited Map: Ice Lock Empire State. A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals. - New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic. - New Melee Weapon: the Ice Climbing Axe. Unlocked through the Winter Offensive Bonus Path. Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window. - Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe. Read the full Update Notes here: BATTLEFIELD 6 GAME UPDATE 1.1.3.0 | EA Forums - 12990862. See you on the Battlefield. Originally posted by Battlefield Comms on X.272Views1like0CommentsBATTLEFIELD 6 GAME UPDATE 1.1.3.0
Update 1.1.3.0 delivers a broad range of fixes and refinements across Battlefield 6, improving soldier clarity, weapon reliability, vehicle behaviour, audio consistency, and overall gameplay flow. This update also includes several quality-of-life improvements across UI, HUD, and controller aiming options, along with map-specific updates designed to stabilise objective play and reduce round-end matchmaking frustration. We also made improvements to reduce cases where player settings could be reset when updating the game to the newest version. While this behaviour should now occur less frequently, we are still seeing isolated instances and expect to fully resolve the issue in an upcoming update. As always, thank you for continuing to share your feedback which helps us refine and evolve the Battlefield 6 experience. New Content: Winter Offensive New Time-Limited Map: Ice Lock Empire State. A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals. New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic. New Melee Weapon: the Ice Climbing Axe. Unlocked through the Winter Offensive Bonus Path. Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window. Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe. Major Updates for 1.1.3.0 Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment. Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas. Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights. Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback. Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers. Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback. Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds. AREAS OF IMPROVEMENTS AUDIO With this update, we’ve made a wide range of audio improvements, including a dedicated tuning pass on footsteps to make movement clearer, easier to locate, and more readable at different distances. We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches. To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load. These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it's a big step toward more reliable and predictable sound across the game. CHANGELOG PLAYER: Fixed a clipping issue when dragging a soldier on an inclined surface when being prone. Fixed a clipping issue with character shoulders when jumping. Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived. Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles. Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed. Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget. Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments. We’re continuing to investigate additional edge cases and reviewing player reports related to hit registration. Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone. Fixed an issue causing soldier movement to feel slow while walking on uneven terrain. Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows. Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear. Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped. Fixed an issue that caused the player to continue controlling their soldier after dying in water. Fixed an issue that could cause the player to become stuck when entering water while crouching. Fixed an issue that could prevent melee damage from being dealt to soldiers in water. Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats. Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds. Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations. Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player. Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks. Fixed an issue where hands clipped into ladders when in first-person view. Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected. Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot. Fixed an issue where landing on a vehicle prevented the player from taking any fall damage. Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles. Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder. Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim. Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect when illuminated by a flashlight. Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle. Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun. Fixed first-person stair locomotion animations starting with a delay when moving on stairs. Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments. Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions. Improved hit registration reliability when multiple players were within close proximity. Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil. Improved melee animation when attacking while prone. Improved movement responsiveness at the start and end of drag and revive interactions. Improved soldier animation smoothness when entering and exiting prone. Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity. Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation. Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility. VEHICLES: Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers. Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player. Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats. Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations. Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment. Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues. WEAPONS: Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle. Fixed a rare visual glitch that could cause scopes to be displayed incorrectly. Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended. Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended. Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking. Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur. Fixed an issue where target dummies in the firing range remained down after being shot. Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types. Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit. Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values. Fixed the “peekaboo” timing bug affecting target dummies on the firing range. Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies. Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment. Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion. Tweaked haptic feedback for weapon reloads on PS5 controllers. Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT). GADGETS: Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance. Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry. Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped. Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map. Fixed an issue where Throwing Knife animations lasted longer than intended. Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed. Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres. LWCMS Portable Mortar Fixed an issue where an incorrect shell type was used during firing and reload animations. Fixed an issue where firing a Smoke Shell did not shake the camera or tube. Fixed an issue where Smoke Shell clouds were smaller than intended. Fixed an issue where the fire rate was lower than intended. Fixed an issue where the Smoke Shell always regenerated via Supply Crates. Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate. Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds. Supply Pouch Fixed an issue where the Supply Pouch instantly regenerated health on deployment. Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour. Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time. Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition. MAPS & MODES: Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions. Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter. Fixed an issue where deaths were not tracked correctly in Strikepoint. Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley. Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands. Made improvements to reduce cases of players matching into games that were near the end of a round. The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds. Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback. Updated spawning behaviour for Battle Pickups: In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled. In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team. Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps. Manhattan Bridge Removed Defender vehicles in Sector 2 and Sector 3. Added an additional Attacker IFV in Sector 3. Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress. Mirak Valley Removed Defender vehicles in all sectors. Adjusted Attacker vehicle counts: Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2. Sector 2: Added 1 Attacker IFV. Sector 3: Added 1 Attacker IFVs. Updated capture volumes across all sectors to make attacking easier. New Sobek City Sector 2: Added 1 Defender tank and one Defender IFV. Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport. Updated capture volumes in both sectors to improve attacker flow. Operation Firestorm Sector 2: Adjusted Defender armour (added and removed tank spawns). Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank. Updated capture zones across affected sectors to support attacker momentum. Liberation Peak Sector 3: Removed Defender tank. Sector 5: Added 2 Attacker IFVs; removed the Defender transport. Updated capture volumes to improve attacker advancement. Siege of Cairo Added an additional Attacker tank in sector 1 and 3. Updated capture areas on B flag to improve sector push potential. Empire State Sector 1: Updated capture volume on B flag. Sector 2: Updated capture volumes on A and B flags. PROGRESSION: Fixed an issue where enemies spotted by the LTLM II Portable Laser Designator did not count towards the “Spot enemies with Recon Gadgets” weekly challenge. Fixed an issue where the Incendiary Airburst Launcher did not track progress for the “Support Specialist 2” challenge when dealing damage with its lingering fire cloud. UI & HUD: Added a loading popup when entering a tournament code to provide better feedback on what's happening. Added “Free Look” helicopter game hint to be part of pilot hints.. Enemies can no longer be spotted from the big map. Ensured players who trigger crane destruction now have their killer ID correctly logged in the scoreboard’s score log. Ensured the “Cut Parachute” prompt appears correctly in Multiplayer modes outside of REDSEC. Fixed a mini map issue where empty vehicle icons did not transition correctly into a friendly vehicle icon when entering a vehicle. Fixed a rare issue where objective icons could disappear when redeploying. Fixed an issue where a teammate’s armour briefly appeared as soft-armour colour when their armour broke, causing a momentary incorrect visual. Fixed an issue where camos in the Challenges section did not show their name or category. Fixed an issue where hints for “Re-Enter” and “Deploy” were displayed in the wrong order when using a controller with the EOD Bot. Fixed an issue where killcards did not always appear when players were killed inside vehicles. Fixed an issue where loading screen combat zone descriptions did not update correctly based on the active game mode. Fixed an issue where loading screen combat zone descriptions were incorrect for Sabotage on Eastwood. Fixed an issue where loading screen combat zone text displayed incorrectly on Sabotage across all maps. Fixed an issue where Store offers did not scroll correctly when fast-scrolling along the same row. Fixed an issue where the deploy camera could appear incorrectly rotated when spectating a soldier or vehicle. Fixed an issue where the different painted states of the LTLM II Portable Laser Designator weren’t correctly represented by the gadgets HUD warning label. Fixed an issue where the Helicopter HUD would disappear when the color was set to black in the settings. Fixed an issue where the LMR27 and ES 5.7 attachment lists were not sorted correctly. Fixed an issue where the LWCMS Portable Mortar icon had visual inconsistencies between the big map and the minimap. Fixed an issue where the Traverse Mark 2 displayed duplicate LMG text in the second seat, despite having only one mounted weapon. Fixed an issue where the vehicle 3D preview did not update when switching loadout presets. Fixed an issue where zooming in on the big map would sometimes result in a black screen. Fixed issues that prevented Resupply Station icons from appearing on the big map as intended. Improved Commorose behaviour by correcting the request distances for “Need Repair” and “Need Pick Up”. Improved image cropping to better align artwork in the Battle Pass purchase screens. Improved ping behaviour on friendly soldiers, revive requests, and stationary weapons. Improved the text used to describe unlock conditions for Bonus Mission for better clarity. Reduced man down icons to only show the two closest downed team mates. Removed the ability to cycle between classes on the deploy screen using Q and E to prevent unintended class changes before spawning. Snap Zoom (Aim Assist) has been clarified in the menu: this option is only available in Single Player and Portal modes, not in Multiplayer. Squad and friendly in-world nametags now blink when the player regains health or receives ammunition. Stationary weapons no longer show pickup provider icons when a player is requesting to be picked up. Unlocked cosmetics now appear above locked ones in selection lists. Updated back-navigation logic so consoles can no longer back out far enough to trigger the quit-game popup unintentionally. Updated the countermeasure hint to only display when a weapon lock-on state makes the prompt relevant. Updated the lock-on warning behaviour so that lock-on alerts can take priority over painted labels when appropriate, ensuring threats are more noticeable. Updated the Saints Quarter loading screen to display correct combat zone text. Updated underbarrel launchers so the correct type icons appear in the HUD. SETTINGS: Fixed a bug where changing the “Command Console” option would not apply until the game was restarted. Fixed an issue where navigating back from the Options menu could behave incorrectly when accessed through Pause Menu. Fixed an issue where the “Edit Controller Schemes” menu title could disappear in Options. Fixed an issue where vehicle aim sensitivity displayed an incorrect value in the vehicle control settings. Fixed an issue with options sliders “stepping” functionality being broken and not allowing players to step through decimals. Improved the “Dynamic” response curve option for controller stick aiming to better match player expectations and player feedback. The range for Infantry and Vehicle mouse sensitivity options are now doubled and can go twice as high. SINGLE PLAYER: Fixed an issue where the out-of-bounds timer did not correctly account for player death or Mandown state in Single Player. AUDIO: Added new vehicle-specific hostile type identifiers for more accurate callouts. Added safeguards so background environmental soldier audio no longer triggers during moments with no combat. Adjusted the balance of the bootflow logo music and sound effects. Fixed an audio issue that occurred when crawling while aiming down sights. Fixed an issue that caused health-replenishing audio to play multiple times. Fixed an issue where background environmental soldier audio wasn't affected by the voice over volume slider. Fixed an issue where end-of-round music would sometimes not play, or play the incorrect track. Fixed an issue where players could experience a stuck “Low Health” audio cue after remaining at low health for 30 seconds in modes without health regeneration. Fixed an issue where round-start music could play before the round actually began. Fixed an issue where Supply Crate sound effects could repeatedly trigger on downed soldiers. Fixed an issue where the “Advance to Next Sector” audio cue played “Out-of-Bounds” sound effect. Fixed an issue where the incorrect nearby-friendly voice over line would play when a mortar shell landed beside the player. Fixed an issue where the proper sound effect did not play when performing a combat dive. Fixed an issue where the Rorsch Mk-2 SMRW Rail Gun’s charge loop sound effects did not play correctly. Fixed an issue where vehicle prop-fuse fire effects were missing their intended audio. Fixed missing audio when performing weapon inspections. Optimised memory handling and improved prioritisation for most in-game sounds, reducing cases where important audio, such as vehicles or footsteps, sometimes failed to play. Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues. Footsteps Balanced enemy-specific layers for clearer cloth and gear cues. Further reduced or removed the momentary dampening of enemy movement audio triggered by damage, low-health states, game notifications, or occlusion effects. Improved distance-based acoustics for clearer separation between close, mid, and far ranges. Improved distant world reflections to better convey space and positioning. Increased enemy movement audio at distance for greater readability. Increased overall enemy movement volume, with an additional boost when an enemy is behind the player. Reduced how heavily sneaking stances (crouch walking, crawling) lower enemy movement audio. Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking. Reduced scuff and scrape audio from movement against walls and ground. Reduced self and friendly footstep volume in Wartapes, Wartapes VAL, and REDSEC. Refactored footstep triggers to be more reliable across different speeds and stances. Removed limitations on the maximum number of close-range enemy audio sources. Small balancing tweaks to footsteps on different materials for outliers, such as slow speed on gravel and different directions (up, down, sideways) on wooden stairs. PORTAL: Fixed an issue where AI squadmates in Portal did not display class identifiers on the insertion screen. Fixed an issue where mod.PlaySound() and mod.PlayVO() accepted any object type as input. These functions now correctly require sound effects and voice over object types respectively. While existing syntax remains unchanged, any TypeScript code that explicitly references generic object types will now need to specify mod.SFX or mod.VO as appropriate. Fixed an issue where mod.PlayVO() always played the voiceover for the Alpha flag, regardless of the flag specified by the script. SDK Assets for MainStreet, ClubHouse, and Marina have been corrected to only use relevant assets. AI: AI bots can now respond to ammo, healing, and pickup requests. Fixed an issue that caused AI repairing friendly vehicles to be less responsive than intended. Fixed cases where AI attempted to take cover in ways that left them static or unresponsive. Bots will now correctly move toward locked objectives in King of the Hill. Fixed instances where AI soldiers could take too long to find a valid path to their objective, causing them to remain stationary. Improved AI responsiveness when performing revives. Improved AI revive logic and movement to make their actions more consistent and reliable. REDSEC PLAYER: Fixed a rare issue where a Second Chance respawn could place players over 1,000 metres in the air. Fixed an issue where incorrect mouse sensitivity was applied to the MH-47’s third-person camera during insertion. Fixed an issue where players could be kicked for inactivity while spectating. Fixed an issue where players could not claim a second custom weapon dropped as a mission reward. Fixed an issue where takedown prompts did not appear consistently when approaching enemies from behind. Fixed an issue where the wrong animation would play when switching from a call-in grenade to a different weapon. Fixed an issue where weapon swap animations broke after switching away from the Resupply Drop Call-In. Triggering a redeploy tower or beacon now disables or destroys any other active tower or beacon for the same team. GAUNTLET: Fixed an issue where mission objects would not drop if the carrier disconnected. VEHICLES: Fixed an issue where tanks and ambulances would be clipping through each other. Fixed an issue where vehicle containers could occasionally be empty after being opened. WEAPONS: Adjusted damage for the Rorsch Mk-2 SMRW Rail Gun against fully armoured soldiers. Headshots now kill the opponent on one shot while a bodyshot will leave the opponent with 10 HP. GADGETS: Fixed an issue with incorrect textures on the projectile deployed by the XFGM-6D Recon Drone Fixed an issue where the XFGM-6D Recon Drone’s altitude unintentionally decreased as the match went on. CALL-INS: Fixed an issue where Smoke Cover could not be activated during the late stages of a match. The UAV now fully explodes on impact when shot down. MAP: Fixed an issue where a Razer keyboard lightning event did not trigger when interacting with antennas on the “Signal Hack” mission. Battle Royale Improved loot box placement across the map for more reliable accessibility. Gauntlet Fixed an issue where M-COMs in Wreckage would not reactivate after being destroyed. UI & HUD: Fixed an issue where the armour bar of your team mates were showing even though they were at full capacity. Battle Royale Added clearer distinction between player and squad member inventory requests. Added upgrade notifications to the loot feed when a weapon is improved. Fixed an issue where ping icons of lootable vehicles would disappear from the mini map when the players get more than 25m away from them. Fixed an issue where the Tank Hunter mission UI could remain active if the targeted squad destroyed its own tank. Updated the artwork for mission rewards to reflect new keycard changes. Gauntlet Added correct interaction prompts for counter-mission teams when defusing explosives in Wreckage. Fixed an issue where the scoreboard was sorted by deaths instead of score. Fixed an issue where the Loadout screen overlay could incorrectly appear over the Gauntlet Mission Briefing on Aftermath. Fixed team-ownership colours for M-COMs in Wreckage missions. AUDIO: Fixed an issue where subtitles would not appear correctly during insertion. Fixed missing UI audio when unlocking the first Field Upgrade. Increased the volume of armour-break audio for both incoming and outgoing hits. 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.7.7KViews6likes0CommentsREDSEC - Community Update – Armor
Hey everyone, The team is incredibly excited to see all the fun you’re having with REDSEC. We’ve poured years of work into it, and watching your clips, reading your feedback, and hearing your concerns has been fantastic. Thank you for playing and for sharing your thoughts. With tons of REDSEC matches played since the launch of Battle Royale and Gauntlet, we’ve seen a lot of feedback on the topic along with some recurring questions and misunderstandings around how armor works in REDSEC, how it differs from main Battlefield 6 Multiplayer (MP), and where we might be looking at bugs versus intentional design. So today we’d like to go in depth on the topic of armor and cover: Our philosophy for armor in REDSEC How this ties back to Battlefield 6 MP A deep dive on current armor mechanics from Ryan, the lead designer on the armor system Our Armor Philosophy in REDSEC When we set out to build the Battle Royale experience, one of our big goals was to keep as much parity with Battlefield 6 Multiplayer as possible, while still delivering the core fundamentals of the Battle Royale genre. We want skills and muscle memory you build in one experience to transfer into the others. If you learn recoil patterns, ranges, and damage breakpoints in MP, that knowledge should mostly still apply when you drop into REDSEC. At the same time, Battle Royale has some unique needs: High stakes: One fight can end your match. Looting: Gear progression is core to the experience. Map scale & pacing: Engagements tend to be mid- to long-range, which already lines up nicely with Battlefield’s overall DNA. Because of that, we made lootable infantry armor a key area where REDSEC intentionally diverges from standard MP tuning. What Armor Is Meant to Do Armor’s job in REDSEC is to extend time-to-kill (TTK) so you have a bit more breathing room in high-stakes fights. We want armor to impact how long you live, not make weapons feel totally different between modes. So our guiding principle is to leave core gun mechanics and soldier health damage the same across experiences, and tune REDSEC by adjusting damage vs. armor (extra health) instead. That way, a weapon feels familiar whether you’re in MP, Gauntlet, or Battle Royale. We can also make changes that only affect REDSEC by tweaking damage vs. armor, without breaking weapon balance elsewhere. We feel we landed armor in a good spot for the launch of REDSEC, but this isn’t “set and forget.” We’ll keep monitoring your feedback and our data, and we’ll make future balance passes where needed. Now, let’s hand it over to Ryan for the more detailed breakdown. Armor & Damage – A Deep Dive Hi! I’m Ryan. For those who don’t know me, I’ve been around the Battlefield franchise in one form or another since BF1, and in various Battlefield communities back in the BF3/BF4 days. For REDSEC, I’m the lead designer of the armor system, and I’d like to walk you through how armor works, how weapon damage plays into it, and how it differs from the rest of Battlefield 6. Armor Values in REDSEC Let’s start with some basic numbers: Armor in Gauntlet: 40 HP Armor in Battle Royale: 80 HP total (2 plates at 40 HP each) Think of armor as extra health layered on top of your standard soldier health. Once that armor is gone, everything works like you’re used to from other Battlefield 6 experiences. How We Think About Damage Every weapon in Battlefield 6 has a damage profile. That profile is primarily driven by the caliber of bullet it fires. A specific caliber (for example, 7.62x39mm) has a core damage profile. When that caliber is used across different weapon archetypes (like rifles, carbines, LMGs), we may tweak it slightly, but they still share underlying values and behavior. For REDSEC specifically, each caliber effectively has two damage curves: Damage vs. Soldier Health and Damage vs. Armor. In REDSEC, we only adjust weapon damage against armor. Once armor breaks, that weapon will deal the same damage to soldier health, at the same ranges, as it does in the rest of Battlefield 6. The Two Big Systemic Adjustments We currently make two systemic adjustments to how infantry weapons interact with armor in REDSEC. 1. Extended Damage Drop-off Ranges vs. Armor All weapons have damage “steps” at different ranges (max damage, then lower damage as range increases). For damage vs. armor, we extend those drop-off ranges by 10 meters. REDSEC fights tend to happen at longer ranges (the larger map size and extended engagement ranges found on Fort Lyndon). Extending the effective ranges vs. armor helps weapons feel more consistent between MP and REDSEC, even though the context is different. This adjustment applies to all primary and secondary weapons. 2. Lowering Extreme Close-Range Damage vs. Armor for Automatic Weapons For automatic weapons, we make another key change vs. armor. The first, very close-range max damage step against armor is essentially removed (or significantly reduced). In cases where we have a Carbine variant of a bullet (like 7.62x39mm vs. 7.62x39mm_Carbine), we keep the caliber’s max damage vs. armor aligned across the caliber and lower that close-range damage step to match the non-carbine, instead of flattening it all the way down. During playtesting, we found that at very close ranges, where both theoretical and practical hit rates can approach 100%, armor often felt nonexistent, especially against high-rate-of-fire weapons. You’d land a perfect close-range spray and barely notice armor was there at all (or worse, it felt inconsistent depending on the weapon). So this adjustment is primarily aimed at controlling high-ROF weapons at very close range and making armor feel like it actually matters when you’re face-to-face, instead of just evaporating instantly. A Concrete Example (7.62x39mm) To make this a bit more tangible, let’s walk through an example using 7.62x39mm. For 7.62x39mm (ACE, RPKM): Deals 33.4 damage out to 9 meters, then drops to 27.3 damage Drops to 21.5 damage at 21 meters Drops to 20 damage at 36 meters Drops to 16.7 damage at 75 meters For 7.62x39mm_Carbine (SIG553R): Deals 33.4 damage out to 9 meters, then drops to 25 damage Drops to 20 damage at 21 meters Drops to 16.7 damage at 36 meters Drops to 14.3 damage at 75 meters These “steps” line up with changes in bullets-to-kill (BTK) and are what you’re feeling when a weapon shifts from, say, a 3-shot kill to a 4-shot kill. Now compare that to damage vs. armor, all those damage drop-off ranges are pushed out by 10 meters vs. armor. The very close-range damage (within ~9 meters) is flattened, so armor doesn’t just vanish instantly. Example: 33.4 is reduced to 27.3 damage vs. armor at those very close ranges. Carbine variants are lowered to match that 27.3 damage, rather than being pushed even lower. At longer ranges, your damage against armor feels more in line with your expectations from MP, just with the added buffer armor provides. At very close ranges, armor meaningfully slows down TTK, especially against very fast-firing weapons, without making the gun feel like a totally different weapon. Where We Go From Here Armor in REDSEC is in a place we’re happy with for launch, but this is not the final word. We’ll keep tracking data across all skill levels and modes, listening to your feedback on how armor feels in real matches, and looking for any outliers. When sharing armor feedback from BR experiences, specific details about the weapon or archetype of weapons involved in the encounter, as well as engagement ranges, are very helpful. In Gauntlet, including details on the mode that was being played helps the team a lot. Please continue to report bugs on our EA Forums, and join the community on the Battlefield Discord server. When we make changes, we’ll continue to favor adjustments vs. armor, to preserve weapon feel across Battlefield 6 and be transparent about what changed and why. Thanks again for playing, for putting time into REDSEC, and for sending us your thoughts (and your wild squad wipes). Keep the feedback coming, we’re listening, we’re iterating, and we’ll see you in the next drop. //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.83Views2likes0CommentsBattlefield 6 - Community Update – Latest Updates Ahead of Winter Offensive
Hello everyone, Welcome to our latest Community Update for Battlefield 6! With Update 1.1.2.0 settling in, we are taking a moment to share a deeper look at ongoing and upcoming work across the Battlefield Studios as we prepare for the Season 1 Winter Offensive update. Latest Improvements Here is a recap of recent adjustments before we dive into the upcoming changes. Escalation - On November 18, we increased the time required to capture objectives and territory in Escalation by roughly 20%. This keeps the mode’s high-energy pace while giving players more room for tactical decisions, better reactions, and smoother, more strategic matches. Your feedback has been positive about your experience in Escalation after the changes, and we will continue monitoring both internal data and community feedback. Challenges - On November 19, alongside the 1.1.2.0 Update, we made several changes and fixes to the Challenges system. While this has alleviated several issues with progression and reward tracking, we’re still seeing reports from players that not all challenges properly unlock their rewards after finishing them. The team is investigating, and we’ll provide an update as we get more traction on this. Anticheat - On November 28, our Anticheat team provided an update on the current state of anticheat, how the Match Infection Rate is trending, how we use it to help measure game quality, and what’s next for them. Portal - ICYMI, Downtown, Marina, Sandbox maps are now available in Portal, through REDSEC, and we’re excited to see what experiences you’ll create in these new areas. Winter Offensive Update 1.1.3.0, Winter Offensive will be arriving on December 9, and the Update Notes are incoming over the next few days. Below you’ll find some of the highlights. Audio Improvements With this update, we have made a broad set of audio improvements, including better prioritization of important combat and vehicle sounds, and a comprehensive pass on footsteps to improve clarity, distance definition, and positional awareness across the game. We have also continued to work on performance and memory issues that could cause sounds, such as vehicles or footsteps, to sometimes not play as intended, which has been particularly noticeable on larger Battle Royale maps. Mode Adjustments Across Rush and Breakthrough, we’re making major updates focused on improving attacker flow, reducing defender oversaturation, and tightening clarity around objectives. Our goal is to make each push feel more readable, fair, and momentum-based without undermining strong defensive play. In Breakthrough, capture volumes and vehicle availability have been updated across several maps. These changes are guided by your feedback and internal data to help bring win rates closer together for both teams. As one example, Siege of Cairo now features an additional attacker tank in Sectors 1 and 3, along with an updated capture area on B to give attackers a clearer foothold. In Rush, M-COM locations on Manhattan Bridge and Liberation Peak have been adjusted to give attackers more reliable access and to smooth out the flow between sectors. Across both modes, multiple capture zones have been reshaped or clarified so players understand more clearly where to contest or defend. Vehicle spawns have also been rebalanced on several maps to better support attackers where pushes tended to stall and to reduce setups where defenders held overwhelming vehicle advantages. These updates are intended to reduce bottlenecks, remove frustration points, and create more consistent and engaging fights around objectives. Beyond these highlights, we have also made a range of quality-of-life improvements across UI clarity, minimap behavior, controller aiming responsiveness, and more, which you will see detailed in the full notes. Lastly, beyond the Winter Offensive update, we are also looking into recent performance issues reported by some players and are reviewing data to understand where improvements are needed. Combat Systems In this update we have also made broad improvements across our combat systems to help deliver more consistent, predictable, and responsive gameplay. Hit Registration and Netcode We are continuing to build on our work to make hit registration feel consistent, reliable, and predictable during every engagement. With this update, we have improved how bullet trajectories are aligned in fast-paced situations, including cases where shots were fired while transitioning into a zoom. These improvements correct inconsistencies that could affect hit registration and the readability of where your shots were landing. We have also made updates to better handle high-density combat scenarios to ensure bullets register more reliably when multiple players are fighting in close proximity. In parallel, we have tightened the clarity of damage feedback so that health UI changes and damage cues feel more immediate and easier to understand during combat. While this is separate from Netcode itself, improving how damage is presented plays a key role in making hit registration feel responsive and intuitive. Lastly, we have resolved an issue where clients could briefly display certain pieces of geometry as intact even though they had already been destroyed on the server. Fixing this eliminates cases where incoming damage could appear to pass through walls. Soldier visibility Development is also ongoing to further enhance soldier visibility and to make combat readability feel sharp and intuitive across all environments. In this update, we have refined how visibility effects activate at close range so that soldiers stand out more clearly in darker or low-contrast areas. We have also updated prone animations to include more subtle movement, improving the ability to spot soldiers using low-profile positions. We are already looking ahead at broader improvements to lighting and exposure, especially in indoor vs. outdoor transitions, and how characters read against complex environments. This work continues to be a major focus for us, and we are approaching it with the goal of improving clarity without compromising the intended Battlefield visual style. Weapon adjustments Weapon feel and reliability are always top priorities for the team. This update includes wide-ranging improvements to weapon handling, including fixes to first-shot accuracy, attachment behavior, and tuning across various recoil patterns and weapon categories. These changes aim to deliver more predictable and consistent weapon performance in active combat. We will continue to refine weapon behaviour based on live data and player feedback, with additional adjustments already in development for future updates. Ongoing work and future improvements We are actively exploring several areas aimed at improving clarity, responsiveness, and fairness in combat. This includes further work on edge cases related to hit registration, investigating rare desync scenarios with destructible objects, and gathering deeper data on situations where players feel they were eliminated after reaching cover. These areas remain key priorities, and the findings from our ongoing investigations will inform updates planned for the new year. On the weapons front, we will continue monitoring the effects of the dispersion changes introduced in California Resistance. The early trends show a healthy distribution of weapon usage across categories, and we will keep tracking performance to identify outliers as the meta evolves. REDSEC Armor in REDSEC: We have seen discussions in the community about how armor works in REDSEC, how it interacts with weapon damage, and where behaviour may differ from what players expect. We have sat down with the team to review the system in detail and have a dedicated blog on this topic rolling out in the first week of December. Tank Availability: We have seen your discussions around tanks feeling too strong in some cases, and we are making a first pass on this. We are lowering the frequency of tank missions availability as a first change to the system. We will keep an eye on internal data and how you engage around the change, combined with your feedback, for additional changes with an upcoming update. Community Highlights Portal experiences you should give a try Our team continues to be amazed by the incredibly talented, creative, wonderful, funny, and entertaining experiences our players put together in Portal. We will highlight more cool experiences going forward, and thought that the two below would be a good start to check out player-created Portal experiences if you haven’t done that so far. Snipers VS. Runners Experience code: YT6XX As a sniper: Don’t let the runners reach the end of the obstacle course. As a runner: Don’t lose your head. ;) KING OF THE RING Experience code: Z3JN4 Players race around a ring and try to reach the end without falling off or being blown up by the rocket launcher-wielding player in the middle of the ring. Will you make it to the finish line or get blown to pieces? Battlefield REDSEC Elite Series In case you missed it, we’re launching the Battlefield REDSEC Elite Series, and you can become part of those adrenaline-filled moments when your squad pushes their limits and gets the W. Thank you for your ongoing support, feedback, and PTFOing! We’ll 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.102Views2likes0Comments