Battlefield REDSEC Elite and Open Series Season 1 Update
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 Team24Views1like0CommentsBATTLEFIELD 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.5.7KViews4likes0CommentsREDSEC - 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.24Views1like0CommentsBattlefield 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.80Views1like0CommentsBattlefield 6 - Community Update – Battlefield Labs Returns
Hello everyone, Tomorrow, we’re bringing Battlefield Labs back online. Earlier phases of Battlefield Labs helped us gather fast, focused feedback on new ideas before they reached our live game. We’re now evolving and building on that foundation on how we test together as a part of our commitment to deliver the biggest and most exciting Battlefield live service in franchise history. Up Next Our next Battlefield Labs session marks the return of the program, with an early opportunity to experience some of the changes and content arriving in the December 9 game update. Combat improvements under testing This session focuses on improvements across core gameplay, including clarity, responsiveness, and overall combat feel. These changes will be tested on Eastwood and Operation Firestorm in the All-Out Warfare playlist (Conquest and Escalation) and include: Audio footstep updates that improve distance perception, surface definition, and enemy audibility. Networking and hit registration refinements aimed at more consistent interactions and better responsiveness during close-quarters and high-intensity combat. Broader adjustments across key combat systems that influence all experiences, evaluated through focused Labs testing. This play session will be PC-only on the EA app, and through Steam, at the following times: APAC: Tuesday, December 2 from 8-10 PM JST EU: Tuesday, December 2 from 7-9 PM CET NA: Tuesday, December 2 from 4-6 PM PST As a reminder, participation within Battlefield Labs continues to be subject to an NDA. Before the session begins we’ll confirm timing as a separate note to invited participants. Be sure to keep an eye on your email inbox for which you signed-up to Battlefield Labs. Evolving Battlefield Labs As Battlefield Labs continues to grow, we are expanding how we test new gameplay throughout our development phases to gather clearer insights, involve more players, and validate upcoming experiences more effectively. Looking ahead, we'll host two main types of play opportunities for Battlefield Labs: Planned Play Sessions - these are either experimental, or future focused and recurring sessions around specific features or content that we want to validate ahead of release, giving players the chance to experience upcoming updates early and help shape their final form. Quick, short-notice sessions - these sessions are put together on short notice and allow us to gather rapid insights on focused gameplay changes that benefit from immediate community feedback. Lastly, we are investigating new and smoother ways to make future Labs sessions accessible for more players. We’ll share more information as details evolve. Looking Ahead In the months ahead, we’ll use Battlefield Labs to look at a broader range of early concepts and experimental scenarios that benefit from real player insight. Beyond that, we are preparing future Labs sessions that explore changes to map layouts, pacing, and alternative team compositions such as smaller player counts or vehicle-focused setups. As we continue to grow Battlefield Labs, it will continue to be a reliable space for testing early ideas, gathering focused feedback, and involving a wider range of players in shaping what comes next for Battlefield across areas such as: New maps and experiences New modes and experimental rulesets Prototype mechanics and systems Environmental changes Future seasonal beats before they fully solidify Stability and performance Get Involved We’re excited for the return of Battlefield Lab and to resume our playtesting efforts to build the future of Battlefield alongside you. Learn more about Battlefield Labs and sign up to EA Playtesting on our website today, and join the Battlefield Discord to join the discussion and stay updated on the latest information. We’ll see you in Labs! //The Battlefield Team This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.68Views1like0CommentsBattlefield 6 - Anticheat Update - Season 1
Battlefield 6 is officially live — and what a launch it’s been! Over the record-breaking Launch and its initial weeks, players around the world dove in for millions of matches and a lot of conversation about our battle against cheaters. In a past Javelin blog, we’ve talked about measuring cheating through what we call Match Infection Rate (MIR) — our measure of confidence that at least one cheater impacted any particular match. You can interpret this as the chance that you as a player would encounter a cheater in your matches. We prefer using this to know whether we are being successful or not as opposed to just volumes of enforcement such bans because even though we’ve been busy blocking, kicking, suspending and banning cheaters, it doesn’t mean much if we haven’t protected your play experience. This helps make sure we focus not just on catching cheaters after they have already cheated and ruined your match, but that we are effectively keeping them from ever producing an impact to begin with. We’re proud to share that ~98% of all matches were fair and free of cheater impacts during the week following launch — meaning our average Match Infection Rate (MIR) was ~2%. That means almost every player who jumped into the Battlefield enjoyed a level playing field. A Quick Look Back: What We Learned in the Open Beta The Open Beta was invaluable for tuning our detection systems, operations workflows, and compatibility processes. We took those learnings and enhanced them for launch, directly contributing to the stability and strength you’ve all experienced so far. Throughout Open Beta, we had the opportunity to put our anti-cheat technology and operations teams to the test: Over 1.2 million cheat attempts were blocked — we removed tens of thousands of cheaters. We even banned some over-confident cheaters who were live-streaming their cheats in real time. We drove a significant increase in fair matches — from 93.1% at the start to nearly 98% by the end of the final day. Secure Boot adoption jumped from 62.5% to 92.5% — we wanted to thank you for getting this enabled so quickly and share that this enabled us to leverage it in various ways at launch with confidence. You should have seen a tank decal in your inbox in-game as a thank you if you were part of those players enabling the feature. Since Launch: Results & Impact Month 1 Over the launch weekend, EA Javelin Anticheat prevented more than 367,000 cheat attempts — less than during comparable Open Beta weekends but in line with the current number of cheat developers we are tracking. This has grown to 2.39 million cheat attempts blocked to date. Across all of our PC players so far, we are down to 1.5% of people not being able to activate Secure Boot on PC — thanks to your feedback, efforts by our Fan Care team, and involvement of some key community contributors and will continue to sort through remaining edge cases. Secure Boot isn’t a silver bullet to stop all cheating; but it is a barrier in of itself and enables other barriers. It helps enhance our detections to make each one just that extra bit harder for cheat developers. It can be circumvented, everything can, but sometimes even experts forget that those circumventions also light up lots of indicators; just getting around a barrier doesn’t mean we didn’t watch them the whole time as they dripped paint back to their nest for us to hammer drop their whole community. We are presently aware of, and have multiple detections for, 190 cheat related programs, hardware, vendors, and resellers and their communities. Since launch 183 of them (96.3%) have announced feature failures, detection notices, downtime, and/or taken their cheats offline entirely. While there are still clips circulating of cheaters claiming to be undetected, it’s far more likely than not that when you see gameplay of someone claiming to cheat undetected, they are already banned or have a hammer incoming. This successful disruption of the cheater community is encouraging. But, we know that bad actors will keep testing our defenses, trying new ways to break through. We are constantly monitoring these new threats and are ready to respond, but these early results show that our layered defense strategy is delivering the fair experience players deserve. What’s Next In the war against cheating, we’re just getting started. Here’s what’s coming next: Explore Additional OS Security Features. You may have noticed security features beyond Secure Boot like TPM 2.0, HVCI and VBS are part of the Battlefield 6 system requirements. It’s important to note that these are operating system security features, and in general are good security posture to have enabled for your machine and will help avoid any disruptions in playing BF6 when enforcing that requirement becomes necessary. Enforce against Cheating Hardware. Some of you might have seen various articles and screenshots of EA communications about users being banned because of use of cheating hardware. While most of these are humorous fan creations and not official, there is a shred of truth to them. Cheating, regardless of the how, is prohibited and using known cheating hardware is no exception. We are also working to enhance this with not only our own methods of detection, but through collaboration with our platform partners to ensure these devices do not impact our playerbases anywhere, regardless of platform. For players that have previously relied on such devices for accessibility, we recommend using first party official peripherals like the Xbox Adaptive Controller | Xbox and Access controller from PlayStation (US). Improving reporting flows. We’ve heard feedback from players that depending on the mode, have trouble effectively reporting violations or suspected cheating in-game. We are working on new flows and updates to the reporting UI to make this more seamless and allow users to provide more context to the team so we can act on accurate reports faster and with better context. Improving internal operations tools. Improving the efficiency and effectiveness of our internal tools enables our analysts to work faster and with greater accuracy in validating detections, investigating your cheat reports, and keeping tabs on what cheaters are doing. Our tooling is how we can react so quickly to the plethora of new cheat developers and ensure we have ways to detect them and keep them from impacting your matches. Classified. We have multiple teams working on various new anti-cheat features and detections across our multi-layered suite of tools across Javelin, the game client, server, and beyond coming online as fast as we can get them ready. As soon as any of these new ways of delivering ban hammers are fully tested and ready we’ll share more but for now we don’t want to tip our hand to any bad-actors looking to ruin your game experience. The Road Ahead Cheat developers never stop evolving, and neither will we. Fortunately, fair play is something that we’re passionate about both as developers and gamers so we’ve been preparing for a long time already. That said, you can help us by making sure you report players that you suspect are cheating through our in-game cheat reporting - those reports snap up additional telemetry and highlight accounts for us to zero in on when investigating possible cheats and cheaters, and also help us accurately measure how much cheating is impacting your player experience. Keep it fair out there - we’ll see you on the Battlefield.481Views10likes0CommentsBattlefield 6 Season 1 Free Trial - Details, Tips & Tricks
Experience the Best Selling Shooter of 2025 during the Battlefield 6 Season 1 Free Trial, scheduled to be available from November 25 at 4 a.m. PT (12 p.m. UTC) to December 2 at 4 a.m. PT (12 p.m. UTC)*. This Free Trial includes three playlists, including a casual Multiplayer experience, across three maps, including the two most recently released maps Eastwood and Blackwell Fields. To access the Free Trial, simply download the free-to-play Battlefield: REDSEC experience on your preferred gaming platform. If you already play REDSEC, all your progress - Career Rank, Hardware Unlocks and Levels, Customization items, etc. - carries over to this Free Trial. All that progress also carries over to the full Battlefield 6 experience upon purchase; this Free Trial is your opportunity to try before you buy and keep everything you earn when it’s over. If you already own Battlefield 6, now is the time to convince those friends who haven’t experienced Battlefield to squad up during the long weekend. Here’s everything the Free Trial has to offer, including some tips & tricks to ensure you’re on the winning team: Initiation Breakthrough - An Introduction to Battlefield 6 Held on Siege of Cairo, this playlist is a recommended entry point for those new to the Battlefield franchise, or who want a slightly more casual experience against both players and Bots. Initiation Breakthrough is a 48 player and Bot Multiplayer experience where teams go head-to-head in an intense frontline battle. One team of players and Bots are the Attackers, while the other team are the Defenders. The Attackers must capture objectives in a Combat Zone sector before they run out of lives. Whenever the Attackers capture all objectives in a sector, the battle moves to a new sector up until they reach the final sector at the Defender’s true headquarters. The game ends when the Attackers claim victory by capturing all sectors or when the Defenders reduce Attacker lives to zero (and winning the game). To secure a sector, Attackers must control all of the Defenders’ owned objectives at the same time. An objective is a small area labelled on the map with a letter (A or B); standing in - or sitting in a vehicle within - the zone fills up a progress meter which, when full, claims the objective for a team. Initiation Breakthrough, like Initiation Battle Royale in REDSEC, is a great way to familiarize yourself with online Battlefield Multiplayer. While the Firing Range (available via the Loadouts section of the main menu) is great for testing weapons against targets, Initiation Breakthrough can be a great warm-up for learning your Class benefits - passive abilities and Gadgets, for example - and how your weapons fare in actual engagements. Don’t worry about wins and losses here; Initiation is for learning purposes and rallying the squad together before venturing into other Multiplayer playlists. With that in mind, here are five tips specific to the Breakthrough mode for those focused on winning: Five Tips for Initiation Breakthrough THE MORE THE MERRIER. The more teammates are on an objective, the faster its progress meter fills. Work with your squad - and across the entire team - to collectively capture objectives to advance (as an Attacker) or deny progress (as a Defender). IT’S BEST TO CONTEST. When both teams are on an objective, progress stalls. Especially as a defender, be a nuisance and attempt to remain on objectives as long as possible until they are under your team’s control. ON DEFENSE? HOLD A UNITED FRONT. The Defending team wins Breakthrough by creating an unbreakable, undivided line of defense that the Attackers cannot advance through to get to objectives. Using environmental cover pieces, suppressing fire, and clear communication, work together with fellow Defenders to quickly reduce Attacker lives before they can make significant objective progress. ON ATTACK? FIND A WEAKNESS, GET CREATIVE. Attackers succeed by finding holes in the enemy’s defense. Perhaps a flank route is uncovered, or all defenders are focused on a single objective when two are available. Learn the map, then use Gadgets and Vehicles to find new paths to victory: a wall or building between objectives can be gone over with an Assault Ladder or toppled with sledgehammers and rocket launchers, a Recon Drone can scout ahead and explode enemy mines, or sometimes, the best offense is an army of defibrillator-wielding Supports bringing back reinforcements every few seconds. OVERTIME MEANS IT AIN’T’ OVER TIL’ IT’S OVER. So long as progress is being made on a zone, Attackers can still advance to the next sector - or win - even when all their lives are expired. Don’t give up until the last zone is captured or the last Attacker is off an objective! Team Tactical Modes Infused with Battlefield DNA - Sabotage and Team Deathmatch Feel more familiar with smaller, team tactical modes? Then this Free Trial has Team Deathmatch and Sabotage, a new limited-time mode with the California Resistance update, to show what the Battlefield DNA does to infantry-based combat. Team Deathmatch is Team Deathmatch. Simply put, the objective is to eliminate or be eliminated. In Sabotage, two teams fight to attack or defend high-priority cargo in multiple areas across the map. Cargo takes damage from grenades, gadgets, explosives – whatever it takes to get the job done. The team that destroys the most cargo wins. Unlike Breakthrough, Sabotage is a two-round format to allow both teams to play offense and defense. In the first round, the designated attacking team (Team 1) must destroy all items in all sites (labelled A through C on the map) as quickly as possible while fending off the defending team (Team 2). Both the number of cargo sites destroyed and time elapsed is recorded at the end of the round. In the second round, Teams 1 and 2 swap sides: Team 1 defends the sites, while Team 2 races against the clock to beat Team 1’s first round score. Five Tips for Team Tactical Modes REMEMBER TO REVIVE (AND REQUEST REVIVE). Unlike other first-person-shooter experiences, Battlefield encourages teamplay and squadmates saving each other from danger. Because all squadmates are able to revive each other - Support can revive faster and revive outside of their squad - make it a habit to not only look for revive opportunities, but also not “give up” and request a revive to last longer while downed. TEAM DEATHMATCH - WATCH YOUR (AND YOUR SQUAD’S) SIX. Aggressive, reactionary moves can lead to losses. Move as one squad to ensure nobody feels exposed or the need to recklessly rush forward, and always be mindful of a flanking enemy that could turn into a quick kill. SABOTAGE - … AND BOOM GOES THE DYNAMITE. Save your bullets for infantry; your grenades, Gadgets, and anything that explodes are most effective in destroying cargo. If it is safe to do so, take the extra second to switch between your weapons to your Class’ most destructive Gadgets, such as high-explosive launchers or C4, to decimate enemy piles. SABOTAGE - EVERYONE LOVES A GADGET PLAYER (ON DEFENSE). When defending cargo areas, think beyond eliminating attackers. For example, if you like to play Support, consider using the Intercept Device Gadgets (both for Grenades and for Missiles) that can prevent explosions from wrecking cargo piles. SABOTAGE - THE CLOCK IS TICKING. Destroying all cargo piles isn’t enough to win; speed is the key to victory. Wasting time by not immediately destroying cargo is an opportunity for the opposition to destroy all cargo faster. Without being hasty, prioritize destroying cargo over getting a few more eliminations for the sake of sending a message. All-Out Warfare - Conquest, Escalation and Breakthroug What makes Battlefield the franchise it is today? All-Out Warfare; a Multiplayer experience where infantry and vehicles - combined arms - create incredible moments that are only in Battlefield. The core of all-out warfare is our most popular, long-standing mode known as Conquest. A new addition, but still in the spirit of all-out warfare, is Escalation: from precise tactical moments to non-stop action, Escalation puts everything in a soldier’s arsenal to the test. Rounding out this trio of modes is Breakthrough, the same mode as in the Initiation Breakthrough playlist. In Conquest, two teams fight to capture and hold multiple control points all over the map. Starting from their headquarters, each team must capture lettered objectives around the Combat Zone by remaining in the objective’s designated area for a set amount of time. The other team can steal the objective at any time, and it can be “contested” when players from both teams are inside the area at the same time, which halts any capture progress. Each team has a set number of lives; these decrease any time a player is killed without being revived. Lives also decrease due to captured objectives; for every objective under one team’s control, the other team loses one life every couple of seconds. The first team to reduce the other team’s lives to zero wins the game of Conquest. Escalation operates similarly to Conquest but with three major differences: first, the lives system is removed, so that teammates can respawn an unlimited number of times without affecting score. With that in mind, respawning does take time, which could be spent capturing and defending objectives, as opposed to being revived and jumping right back into the action. Second, the scoring system is based on capturing the majority of objectives in a territory and filling a progress meter. In other words, a team makes progress towards taking territory by controlling more objectives than the other team. A territory is taken once a team’s progress meter is filled. The first team to take three territories wins the match. Lastly, as more territories are captured, the number of available vehicles and vehicle types increases. At first, Quad Bikes and Light Transport Vehicles are the only means to get across the map quickly. However, towards the end of the match, there may be tanks, helicopters, and jets that can be used to take over those remaining objectives. Five Tips for All-Out Warfare PTO - PLAY THE OBJECTIVE. We’ll say it nicely: winning Conquest and Escalation boils down to capturing objectives. Being on a remote island won’t help the team win. Identify the zones to capture with your squad, then focus your efforts towards them, whether it’s spotting and eliminating from a distance or directly making objective progress on the frontlines. STICK WITH YOUR SQUAD. The sheer number of players in these modes make it so that solo play often means little. Whether you’re with friends or other members of the Battlefield community, communicate using text chat, voice chat, and the ping system to cooperatively plan and execute a winning strategy. GET TO THE CHOPPER (OR TANK… OR JET). Infantry combat only gets your squad so far in these modes. Don’t be afraid to try driving the available vehicles, or at the very least being a passenger (when available) and providing support by using those on-board weapons. Think about using a tank to bulldoze over enemy positions, using a fast-moving transport vehicle to quickly reach objectives, or hopping in a helicopter or jet to rain down fire from above and clear enemy bogies out of the sky. CONQUEST - CREATE BUFFER ZONES. Each map has key power positions - buildings, mountainous terrain, or other areas - between objectives. While holding objectives directly contributes to score, having control over these advantageous areas can lead to more opportunities to eliminate enemy lives. During a game of Conquest, notice how traffic is flowing through named objectives, then plan to create chokepoints and “buffer zones” where your team can fend off waves of enemies. ESCALATION - GO WITH THE FRENETIC FLOW. As more territories are captured and the match progresses, the playable area shrinks while vehicular reinforcements are dropped into the Combat Zone. It’s best to reconsider your current tactics to fit the size of the fight. In other words, you might want to drop the Sniper Rifle and Motion Sensor and pick up an SMG and a Repair Tool when the tanks start rolling in, although every Class can adapt to the shifting combat tide that Escalation brings. Time is Running Out - FREE REDSEC Login Reward We’re still celebrating the release of California Resistance; don’t miss your opportunity to get a free Weapon Package. Until November 30, you can unlock the “Lethal Force” Weapon Package for the M2010 ESR Sniper Rifle just by logging into Battlefield REDSEC - one more reason to jump into the Free Trial of Battlefield 6! Simply boot up REDSEC - or Battlefield 6, if you are an owner - and claim your reward in the Inbox. Don’t know where to find the Inbox? Just look for the EA Logo - or the envelope - in the main menu, then either click it or press the corresponding button on your controller to view EA Connect. This is where you can find, see and interact with friends regardless of game platform, as well as view messages in your Inbox, including the game message that grants you the “Lethal Force” M2010 ESR Sniper Rifle Weapon Package. Grab it before it’s gone on November 30, because this long-range powerhouse is a lethal force in long-range engagements, whether it’s in a REDSEC Battle Royale on Fort Lyndon or a large mode like Conquest in Battlefield 6 Multiplayer. This is Your War - Jump into Battlefield REDSEC Today Battlefield REDSEC is free-to-play; click here to download and deploy into Fort Lyndon, as well as experience the Battlefield 6 Free Trial for a limited time. Upgrade out of the Free Trial and experience more of Battlefield 6, including a global scale single-player campaign, the full offering of all-out warfare in Multiplayer, and the true potential of Portal. Battlefield 6 is available in both the standard edition (MSRP USD$69.99) and the Phantom Edition (MSRP USD$99.99)**. The Phantom Edition includes the BF Pro Token, Phantom Squad Soldier Skins, Weapon Packages, Deluxe XP Boost, and more, in addition to the full game download of Battlefield 6. *Requires Battlefield REDSEC and all game updates. Includes optional in-game purchases. Limited time offer. Conditions and restrictions apply. See battlefield.com for details. **Offers may vary or change. See retailer site for details71Views1like0CommentsIntroducing Competitive Battlefield REDSEC: Elite Series And Open Series
The greatest Battlefield moments happen when squads are pushed to their limits – when the path to victory demands ingenuity, teamplay, and gunplay. We want to create and support an ecosystem that champions unforgettable squad gameplay, one that empowers players to push the limits of what a squad can do. When we showcase the greatest players in our franchise, we want that action to be as intense - and fun - for them to play as it is exciting for our community to watch. Our journey to providing a better competitive Battlefield environment, in partnership with our community, starts with today’s announcement: The Battlefield REDSEC Elite Series, launching on Wednesday, December 10, 2025. Designed to introduce more competitive play to the franchise while also giving our community a new way to rise through the ranks, the Elite Series is the premiere destination of Battlefield competition, showcasing the absolute best competitive Battlefield REDSEC has to offer on the global stage through Battle Royale and Gauntlet. Competitive Battlefield shouldn’t just be for professional players: we want it to be open to everyone. Alongside our Elite Series, we are also proud to announce our Open Series as the official REDSEC community competition, which begins on Friday, December 12, 2025. The Open Series gives players of all skill levels the opportunity to compete; it’s your squad’s chance to hone and showcase your skills. With the right amount of practice and dedication in the Open Series, your squad can advance to the Elite Series to battle with the best in the world. All competitions will take place in a cross-platform and cross-input environment - whether you play on controller or mouse & keyboard, PC or console, we are calling all players to prove themselves in both the REDSEC Elite and Open Series. Both the Elite and Open Series are our first steps into an official competitive experience for Battlefield, and we plan on collaborating with the community to develop future competitions in our core Multiplayer modes. Ahead of the first competition days on December 10 and 12, here’s what you need to know about the Elite Series and Open Series for Battlefield REDSEC, with more details to follow closer to the first competition dates in December: REDSEC Elite Series - Format and How to Watch The Elite Series is a weekly series of competitive cash cups split across three regions - The Americas, Europe / Middle East / Africa (EMEA) and Asia-Pacific (APAC) - and features over $1 million USD in prize money during its first season from December 10 to January 18. For this inaugural REDSEC Elite Series, we’re inviting 50 team captains from each region to handpick their dream squad of 4. These 600 total competitors not only represent the best Battlefield players in our community, but also the top FPS talent in the world. Each region’s 50 squads will compete in a unique competitive format: A series of six REDSEC Battle Royale matches, culminating in the top eight squads fighting head-to-head in a final showdown in the cutthroat, knockout-style elimination mode known as Gauntlet. This format is repeated over three Qualifying Match Days, with squads earning Elite Series Points for their performance. 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. After three Qualifying Match Days, the top-25 squads with the most Elite Series Points will advance to the regional Season Finals. All competitions will be held online. Elite Series Qualifying Match Days will be streamed by all competitors, with Battlefield Studios hosting the Season Finals broadcast for each region. To ensure both entertainment and competitive integrity, we pre-vetted all 150 team captains for compliance, and will run all Elite Series competitions on official high-performance game servers in strategically placed data centers protected by our Javelin anti-cheat system. The Season 1 Prize Pool features over $1 million USD across all three regional finals, as well as tens of thousands of dollars for the top four teams of each match across all three Qualifying Match Days and the Season Finals. Specifically, the Americas region will have a $50,000 USD prize pool for each Qualifying Match Day, as well as a $500,000 USD prize pool split across all participating squads in the Finals Gauntlet. The APAC and EMEA regions will feature a $20,000 USD prize pool for each Qualifying Match Day, as well as a $285,000 USD prize pool for the Finals Gauntlet. And of course, Twitch Drops will be enabled for each Qualifying Match Day - and the season finals - to celebrate our new competitive initiative. Elite Series Season 1 Schedule Exact start times for all regions will be announced closer to the first Qualifying Match Day on December 10; mark your calendar for these dates to see the best in FPS compete: Match Day #1 - Wednesday, December 10, 2025 Match Day #2 - Thursday, December 11, 2025 Match Day #3 - Tuesday, December 16, 2025 Season Finals - Thursday, December 18, 2025 Open Series - How to Sign Up and Become Elite The Open Series is an opportunity to give every squad in the Americas, EMEA and APAC a way to play competitive Battlefield and the right to fight to the top and become Elite. Your squad can enter the Open Series by signing up and creating your squad via Repeat.gg, our Open Series competition partner. Download the Repeat app and navigate to the official Open Series section, to be made available later in December. On each Open Series Match Day, competitors will find that day’s tournament code on the Repeat app, input it into the game, then use the join code they receive in game. Scoring is based on the cumulative 10 best Battle Royale and the 10 best Gauntlet matches played across all three Match Days. The top 250 Open Series squads in each region qualify for the Season Finals, to be held on Saturday, January 17, 2026. The top eight teams from that Season Finals will qualify for the following season’s Elite Series. Just like the Elite Series, all Open Series matches will be protected by Javelin anti-cheat, with winners to be verified for fair play. A $30,000 USD total prize pool will also be awarded across all three regions - $10,000 USD per region - for the top Open Series Season Finals squads. Open Series Schedule Exact start times and tournament windows for all regions will be announced closer to the first Match Day on December 12. For now, ensure your squad has these dates marked on your calendar: Match Day #1 - Friday, December 12, 2025 Match Day #2 - Friday, December 19, 2025 Match Day #3 - Friday, January 9, 2026 Season Finals - Saturday, January 17, 2026 The First Step for Competitive Battlefield’s Future In creating the Elite and Open Series, we recognize the Battlefield community’s existing grassroots efforts for competitive play, from tightly coordinated 4v4 and 8v8 formats to massive 32v32 showdowns across iconic modes like Conquest and Rush. We understand the community needs proper tools to drive competitive innovation, including features like spectator mode and custom lobbies, and we are excited to work with the community to test and iterate on a variety of formats to find what works best for the Battlefield 6 Multiplayer competitive experiences. We created Battlefield Labs to amplify community feedback, feedback which inspires important changes for the game and our community. We want to bring that same commitment and communication to the Elite and Open Series. These are our first steps in testing and refining what the next era of Battlefield competition could look like. We’re excited to collaborate with you, gather your feedback, and together build the ideal competitive ecosystem for players at every level across the Battlefield franchise. In terms of our immediate competitive plans for 2026, we aim for both the Elite Series and Open Series to continue into future seasons. With this being a unique format in the competitive space, we will carefully monitor feedback from players and the community to ensure the formats are as enjoyable to watch as they are to play. If you are ready to compete, but are new to Battlefield or REDSEC, we encourage you to dive into our detailed mode breakdowns of Battle Royale and Gauntlet, then download Battlefield REDSEC for free and experience it for yourself. We cannot wait to see you compete, and look forward to watching the first Elite Series match on December 10, and the start of the Open Series on December 12.143Views4likes0Comments[BFComms] Conquest Ticket Increase now live!
Today, we’re rolling out an update to Conquest that increases the ticket count on all maps from 1,000 to 1,200. This change is now live across all platforms and will apply to your next Conquest match. Since launch, we’ve been closely reviewing your feedback on Conquest and looking at win rates, balance, the impact of objective play, and more. In Update 1.1.2.0, we introduced adjustments to the underlying ruleset designed to further emphasize objective play, ensuring that holding more objectives than the enemy team has meaningful impact. Those changes have had a positive effect, and we’re already seeing more comeback victories from teams that start out on the back foot. However, they also led to matches ending sooner than intended. To address this, we’re increasing the overall ticket count to help maintain match length while preserving the improved focus on objective play. We believe that focusing on objective play is deep in the DNA of Battlefiel,d and now more than ever, playing the objective and working with your squad and being a cohesive team overall will secure your team the victory. Originally posted by Battlefield Comms on X.65Views2likes0Comments[BFComms] Additional Fixes Following Update 1.1.2.0
Alongside the release of Update 1.1.2.0, and California Resistance, we've implemented several gameplay and progression changes based on your feedback. Following your feedback to our communication last week, Escalation now has had its time increased for capturing objectives by roughly 20%, extending the length of each phase for a smoother, more tactical flow. This change gives your squad more time to react, reposition, and coordinate vehicle spawns while maintaining the mode's fast-paced intensity. We've also deployed backend fixes for challenge rewards not unlocking correctly. These updates address issues where completed challenges could fail to grant rewards or appear multiple times. Participating in a match should now reward you with any outstanding rewards from challenges. Additionally, we have also rolled out a small change to how Player Kill/Death statistics are shown within your Player Profile. Going forward Portal Kill/Death Statistics will no longer be listed within the Kill/Death amount on your profile and Kill will only showcase Human Kills. Portal statistics will be shown in a different capacity in a future time. Thank you for your continued feedback and we'll see you on Eastwood! Originally posted by Battlefield Comms on X.171Views2likes0Comments