[BFComms] Battlefield 6 - Community Survey [Aug 2026]
We're looking for your feedback. Our latest Battlefield Community Survey is now open, with this edition focused on Pacific Front. These surveys help us better understand your experience with Battlefield and the community. Your responses help us identify broader trends, highlight what's working well, and pinpoint where we should be focusing our improvements. The survey takes around 5 minutes to complete. Responses are available on a first come, first served basis, with a limited number of spots available, so if you'd like your voice to be heard, be sure to complete it soon. Survey: https://www.surveymonkey.com/r/Q8TMXWS As always, this is just one of the ways we gather feedback. We're also reading your discussions here on the EA forums, as well as across Discord, social media, Battlefield Labs, and other community spaces. Wherever you choose to share your thoughts, we're listening. Thank you for helping shape the future of Battlefield.1KViews2likes27CommentsBATTLEFIELD 6 UPDATE 1.4.2.0
On Tuesday, August 18, Game Update 1.4.2.0 goes live for Battlefield 6 and REDSEC, bringing the Top Gun event, the return of Wake Island, the expanded Tsuru Reef, two new fighter jets, the Interdictor sniper rifle, a new Crashed Carrier POI in Fort Lyndon, and new aerial experiences across Carrier Strike and Gauntlet: Fighter Sweep. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including improvements to vehicles, weapons, gadgets, maps and modes, UI and HUD, Portal, audio, AI, and underwater gameplay. At 12:00 UTC, the new content in this update becomes available. Take flight in the F/A-81F Super Spectre and F-74A Seacat, fight for control of the skies in Top Gun: Carrier Strike and Gauntlet: Fighter Sweep, experience the legendary return of Wake Island, and earn new Top Gun-themed rewards through Event Challenges. From August 18-25, Battlefield 6 will also be free to play for a limited time*, giving players access to six modes across four maps, including Tsuru Reef, Wake Island, Cairo Bazaar, and Hagental Base. Times listed may vary and are subject to change. NEW CONTENT Top Gun Event Be the best of the best. Battlefield 6 joins forces with Top Gun for its biggest seasonal event yet, bringing new aerial warfare experiences across Battlefield 6 and REDSEC. Take flight in the F/A-81F Super Spectre and F-74A Seacat, two new two-seat fighter jets built for pilots and their wingmen. Battle across the skies in Top Gun: Carrier Strike and Gauntlet: Fighter Sweep, experience the return of Wake Island, and complete new Event Challenges to earn Ace Medals, a limited-time currency that can be spent on Top Gun-themed cosmetics in the Event menu. The event also introduces CJTF Helix, a new squad unit inspired by iconic Top Gun characters. Master the skies and prove you are the best of the best. New Map Wake Island: This legendary island returns. All-out warfare shatters the tranquillity of an isolated Pacific paradise as infantry, vehicles, and aircraft battle across its distinctive coastal terrain. Defend the shoreline, demolish reinforced positions with C-4, take advantage of the offshore aircraft carrier, and maximize every move across this deceptively scenic battlefield. Tsuru Reef Expansion The biggest Battlefield 6 map is getting even bigger. Tsuru Reef has been expanded with playable aircraft carriers, opening new combat spaces and supporting the reimagined return of Carrier Strike. Battle across land, sea, and air in the expanded Tsuru Reef playspace. Aircraft carriers appear as part of the environment in Conquest and Escalation, while full carrier gameplay is exclusive to Top Gun: Carrier Strike. New Mode Top Gun: Carrier Strike: Carrier Assault returns as a reimagined combined-arms experience where infantry, naval, and aviation squads must work together to destroy the enemy aircraft carrier. Ground forces must break through the opposition and secure the path forward, while naval units support the assault and aviators fight for control of the skies. Victory is secured by successfully breaching and destroying the opposing carrier. New Fort Lyndon POI USS Grant is a US aircraft carrier that was brought down off the coast of Fort Lyndon, creating an all-new POI for Battle Royale. Drop into this Crashed Carrier to contest a new high-value combat space. This new area features higher-value loot than standard POIs on the map and will be tagged as a High Value Zone for the first few weeks, making it easier to identify when deploying. New REDSEC Mode Gauntlet: Fighter Sweep: Take to the skies with your wingman in a jets-only Gauntlet experience built around high-intensity aerial combat. Pilot the new two-seat fighter jets, eliminate rival squadrons, evade incoming anti-aircraft fire, and send the opposing team crashing down to secure the win. New Vehicles F/A-81F Super Spectre: Bring your wingman into battle with this two-seat Top Gun fighter jet. Built for aerial superiority and precision strikes, the Super Spectre allows pilots and co-pilots to work together to dominate the skies and attack targets below. F-74A Seacat: Adapt to every flight and every fight with this two-seat Top Gun fighter jet. Its variable-sweep wings adjust during flight, giving pilots a distinctive aircraft built for speed, maneuverability, and aerial combat. New Weapon Interdictor: Take aim with the longest-range sniper rifle in Battlefield 6. Designed for extreme-distance engagements, the Interdictor gives skilled marksmen the precision needed to eliminate exposed targets, including aviators in aircraft cockpits. The Interdictor can be unlocked through the Battle Pass. Battlefield 6 Free Trial From August 18-25, Battlefield 6 will be free to play for a limited time.* Fight across six modes and four maps, including Tsuru Reef, the returning Wake Island, Cairo Bazaar, and Hagental Base. Take control of the skies in Top Gun: Carrier Strike, battle across land, air, and sea, and create your next legendary Only in Battlefield moment. Download, squad up, and play free for one week. Major Updates for 1.4.2.0 Top Gun Takes Flight: The Top Gun event arrives with the return of Wake Island, an expanded Tsuru Reef, Top Gun: Carrier Strike, Gauntlet: Fighter Sweep, the CJTF Helix squad unit, new Event Challenges, themed rewards, and a limited-time currency. New Aircraft and Weaponry: Take control of the new two-seat F/A-81F Super Spectre and F-74A Seacat fighter jets alongside a wingman, or engage targets at extreme range with the new Interdictor sniper rifle. Carrier Assault Returns: The iconic mode returns, reimagined as Top Gun: Carrier Strike. Land, naval, and aviation squads must work together to break through enemy lines, seize the opposing aircraft carrier, and bring it down while defending against threats across land, sea, and air. Vehicle and Aerial Combat Improvements: New Airplane Control Assist offers an alternative, more approachable way to pilot airplanes, alongside improvements to jet landing gear, flight animations, projectile presentation, Patrol Boat weapons, laser designation, countermeasure interactions, vehicle audio, and underwater transitions. Player, Weapon and Gadget Polish: Underwater movement and animations, weapon swapping, revive and death behaviour, weapon statistics, optics, Match Grade Ammo, lock-on launchers, Tracer Darts, Defibrillators, and the CSB IV EOD Bot have been updated for greater consistency. Portal Expands with Custom Lobbies: Portal introduces Custom Lobbies for Battle Royale Quads and Conquest, alongside Tsuru Reef SDK support, Wake Island for Verified Experiences, new vehicles and assets, expanded Ring of Fire controls, improved capture point functionality, and additional creator tools. REDSEC, Audio and AI Improvements: Battle Royale expands Fort Lyndon with the new Crashed Carrier POI, alongside updates to mission presentation, Victory Presentations, supply drops, scoring, subtitles, and pre-round information across Battle Royale and Gauntlet. AI also gains support for the new aircraft and boats in REDSEC, while audio improvements enhance underwater transitions, jet reactivity, vehicle radios, and objective interactions. CHANGELOG PLAYER: A new score event has been added for forcing enemy aircraft to deploy countermeasures, providing clearer feedback and rewarding effective use of anti-aircraft gadgets. Arm animations are now more consistent when swapping weapons while swimming forwards. Bubble effects no longer appear unintentionally on soldiers after spawning. New first-person and third-person animations have been added for swimming below the surface. Players are no longer thrown from ladders if they are picked up while entering or exiting the climbing stance. Soldier animation transitions now begin from the correct position, reducing unnatural blending between animations. Soldier bodies now use the correct sinking animation in water. Soldier bodies should now behave as intended when dying on ladders. Soldiers no longer enter an unrevivable state when taking fatal external damage and drowning damage at the same time. Soldiers no longer twitch when standing on an inclined surface while being struck by a wave. Soldiers now float correctly when transitioning to the downed state in water instead of sinking to the bottom. Spray Paint placement performance has been optimised. Spray Paints no longer bleed through surfaces behind their intended placement. Spray Paints now appear correctly on additional supported objects. Spray placement has been improved across multiple surface types for more consistent visual presentation. The death camera now rotates correctly towards the player responsible for the elimination. The pen used during the revive sequence now remains correctly positioned when the player begins aiming around. The Recon UAV can no longer be called in multiple times from a single use. Weapon flashlights and lasers can no longer be toggled with a controller while the Pause menu is open. VEHICLES: All Jet landing gear physics have been improved, providing better control during take-off, landing, and taxiing. ALM-93 Lock-Guided AA Missile projectiles no longer have unintended collision behaviour. A new assisted aircraft control option makes flying more approachable by guiding the aircraft towards the centre of the camera view while automatically managing pitch, roll, and yaw. Firing lock-on rockets from a Jet no longer causes unintended aircraft movement or damage. First-person animations have been added when exiting a vehicle underwater. Jet control surface movement has been increased for a more realistic visual response during flight. Laser-designated targets are now visible while using the Patrol Boat Mortar and Deployable Mortar, allowing Recon players to coordinate fire support more effectively. Naval Mine visual states on the Patrol Boat now remain synchronised for all players. The AGM-88 now uses the correct projectile model after being fired. The Fighter Jet’s Precision Bomb can now track laser-designated targets as intended. The Su-57’s R-73 now fires the correct projectile. The transition between above-water and underwater views has been improved when a player’s vehicle enters the water. Vehicle splashes now continue to display correctly when viewed from further away. Vehicles are no longer immobilised by mines when outside the blast radius. RCB-90 Patrol Boat The RCB-90 Patrol Boat’s Aim-Guided Missile can now correctly be diverted by flares once it enters its self-guidance phase. The RCB-90 Patrol Boat’s Aim-Guided Missile now appears correctly in the Killcard. The RCB-90 Patrol Boat’s Aim-Guided Missile now provides the intended lock-on warning when targeting an enemy. The RCB-90 Patrol Boat can now be laser designated as intended. GADGETS: Defibrillator charges now fully replenish while swimming. Missiles now react more quickly to countermeasures deployed by their target, improving the consistency of countermeasure effectiveness. Supply Bags now break glass correctly when thrown through it. Targets marked with a TRCRv2 Tracer Dart can now be locked onto correctly by lock-on launchers, restoring the intended interaction between the two gadgets. The CSB IV EOD Bot’s Repair Tool now benefits from the Overheat Control Field Upgrade. WEAPONS: Additional presentation and attachment consistency improvements have been made to the EF88. An unintended recoil modifier has been removed from VSSM barrel attachments. Corrected an animation pose issue affecting the RPK-74M. L115 muzzle attachment text now displays correctly. Match Grade Ammo now deals the intended damage against swimming soldiers. Match Grade Ammo on the M2010 ESR and SVK-8.6 no longer applies unintended damage reductions. Mini Scout 50 mW Violet attachments now correctly adjust to the lower rail when used alongside larger optics. Missing visual effects and material behaviour have been added to the EF88 and VSSM. The BROD 3 now uses the correct zoom level with the 3.00x Thermal Sight. The description for the 1/4x LPVO 5 sight now matches its intended behaviour. The EF88 Canted Iron Sight icon now displays in the correct position. The LMR27 no longer causes canted red dot sights and larger optics to clip into the first-person camera. The NVO-228E’s left arm animation now displays correctly while reloading. The VSSM 200mm Barrel now displays the correct weight value. VSSM limb damage multipliers have been adjusted. Sniper Rifles used by non-Recon classes now transition into aim down sights more smoothly and apply the intended aim offset immediately, reducing jitter while preserving the intended quickscoping penalty compared with Recon. PROGRESSION: Vehicle Support Destroy Assists now correctly track which weapon was used to destroy the vehicle. Weapon statistics now update correctly for the EF88, BROD, and VSSM. MAPS & MODES: Collision has been improved across multiple maps to reduce cases where players could become stuck or be shot through walls. Commander arrows on the Deploy Screen now animate correctly in Squad Obliteration. Heavy smoke effects and level-of-detail transitions have been optimised to reduce GPU performance spikes. M-COMs that are already armed when Overtime begins no longer explode immediately. Out-of-bounds boundaries on Manhattan Bridge have been updated to make the intended gameplay space around Objective D accessible again. Several map exploits have been closed, including unintended rooftop access on Cairo Bazaar and Manhattan Bridge. Spawn points have been adjusted across Manhattan Bridge, Eastwood, Saints Quarter, Contaminated, and Siege of Cairo to prevent players from spawning inside environmental objects and to place them in more protected locations. The Objective E M-COM on Railway to Golmud is now correctly aligned with the terrain in Obliteration. The playable area on Cairo Bazaar has been reshaped, with additional out-of-bounds zones added to prevent access to unintended rooftops and exploitable buildings. Hagental Base Capture areas have been adjusted to prevent objectives from being captured from the sewers. Players can no longer be eliminated through walls near Objective B. Players no longer become stuck behind crates near Objective D. Visual boundary lines for Objective A in Sector 2 have been improved in Operations and Breakthrough. UI & HUD: Aim-Guided Anti-Air Missiles on the Patrol Boat now use the correct inventory icon. Attack Helicopter gunner weapons now use the correct inventory icons. Custom bindings for zooming the Big Map in and out now work as intended. Descriptions within the “Disruptor Training Path” now use the correct terminology. Loading screen tips now appear correctly for Obliteration and Squad Obliteration Lock-on launchers now display their locking UI correctly when targeting laser-designated locations. Map, mode, and header information now appears correctly during the pre-game lobby and mission briefing. Multiple clipping issues affecting character animations in the Loadout screen have been corrected. Multiple cosmetic items now display the correct icons and information. Pinging from a vehicle now places the ping where the player is aiming instead of directly in front of the vehicle. Platform logos now display correctly on lobby screens. Radio selection now displays only one checkmark at a time. Returning to the Event menu after selecting “View Store Bundles” now navigates to the correct menu. Reward presentation has been updated across the Battle Pass, Challenges, Player Card Collections, and Mastery Badges to make locked rewards and progression easier to understand. Secondary weapon swap prompts in the Assault Loadout widget now display more clearly when another primary weapon is equipped in the gadget slot. Store offer price tags now display details info consistently across different offer types. Switching classes no longer unintentionally change the selected primary weapon. Text no longer overlaps the image in the Battle Royale Quads Takeover tutorial. The “Overheat Control” Training Path description has been updated to reflect the changes introduced in Season 3. The Battle Pass purchase prompt now appears correctly. The camera now focuses correctly on the selected decal when customising the Scout Helicopter. The presentation of the final reward in the Event menu has been updated and now communicates its unlock state more clearly to the player. The faction icon no longer overlaps the Career Rank icon during in-game character selection. The Mastery Badges section now separates vehicles into Ground, Air, and Naval categories. The muzzle attachment indicator now displays correctly when customising the SL9 with a Compensator equipped. The Patrol Boat description in Loadouts has been updated for improved readability. The water overlay no longer remains on screen after exiting a boat. Training Grounds and information tiles have been updated to more clearly distinguish informational content from playable game modes. Vehicle weapon naming, particularly for missiles, has been standardised to more clearly communicate their intended use across different vehicle types. Weapon and gadget reward previews have been improved for several items in the Battle Pass and Store menus. SETTINGS: Dev note: We're introducing a new option that allows an indicator that represents the current amount of Dispersion (AKA Bloom/Spread) that the weapon has when aiming down sight. When shooting while aiming down sight with an automatic weapon, you will notice that the size of that shape increases which communicates that the weapon is becoming inaccurate. When moving, you can also see how the accuracy is affected. The intention of this option is to help players understand how Dispersion functions and to learn to improve their shooting technique with that mechanic in mind. The option called ADS Dispersion Crosshair can be found under HUD/CROSSHAIR and is by default enabled in the firing range only but can be fully turned OFF or enabled in any multiplayer experiences. In addition, the option comes with its own opacity slider and color picker so that you can customize the visibility of the indicator to your liking. A new crosshair option has been added to visualise weapon dispersion while firing in aim down sights. Enabled by default in the Firing Range, it can also be used in other Multiplayer experiences, with colour and opacity adjustable through the HUD options. Client no longer crashes when backing out of the Settings menu under certain circumstances. The “Weapon FOV” setting now correctly applies when set to “Narrow” after respawning. PORTAL: A new mutator has been added to enable the Conquest version of the Aircraft Carriers on Tsuru Reef. Capture point UI now appears for custom-placed capture points. Creators hosting on dedicated servers can now send the Portal Log to the administrator’s client. Custom Lobbies are now available through Portal as an early implementation designed primarily for organised and competitive communities. Available for Battle Royale Quads and Conquest, hosts can assign players to specific teams, select compatible maps, and enable Spectating. Both Custom Lobbies and Spectating remain works in progress, with Spectating in particular currently subject to more noticeable limitations and reliability issues. Network messaging performance has been improved when running more than 1,000 looping OverTime actions. Updated the behavior of the Height property on Combat Area linked volumes. Combat Areas with a non-zero Height now correctly treat players as out of bounds when they move above or below the defined volume. If your experience relies on infinite vertical bounds, set Height to 0 or adjust the Combat Area's placement accordingly. Out-of-bounds tracking has been improved for different HQ and sector combinations. Placeholder icons and names have been updated in the Portal Web App for Mobile Redeploy, GRT-CPS, XFGM-6D, M121 A2, AH-6 Little Bird, MD-350, Weapon Drop, and Mortar Strike. Spawning an interactable object twice in the same location no longer causes the game to crash. The “CapturePoint” asset now includes the “ActiveProxy” property. The Delete key can now be used with Blockly subroutines. The “HQ_PlayerSpawner” asset now includes the “PerformSafeSpawnChecks” property. The “Modbuilder_FX_Crashsite_PalmMexican_Fire_01” asset now includes the “ObjId” property. The “RingOfFire” asset now includes the "ColorMultiply" property. The “VEH_Stationary_AutomaticAA” asset now includes the “FlagFriendlyAircraft”, “FriendlyLingerTime”, “FlagEnemyAircraft”, “EnemyLingerTime”, and “OnlyEngageOwnedTargets” properties. The EOD Bot Arm melee weapon has been added to Portal and can be equipped using “mod.AddEquipment(player, mod.Gadgets.Melee_EOD_Bot_Arm)”. The Portal Ring of Fire no longer displays a white line pointing towards its centre while the ring is hidden. The Portal Ring of Fire now includes the “TargetRingLookAhead” variable, allowing creators to set how many seconds ahead the prediction ring displays its future position to players. The RCB-90, F/A-81F Super Spectre, and F74A Seacat have been added to the Portal SDK. Tsuru Reef has been added to the Portal SDK for Custom Experiences. Wake Island has been added to Verified Experiences. ViperStudioAndy’s Custom Conquest template has been updated to V12: Added configurable Random Day/Night percentages. Improved Custom AI behavior and added scoreboard tracking. Updated maps for 1.4.2.0. Updated to use the official ticket UI, with a new end screen and optional timer UI. ViperStudioAndy’s Custom Breakthrough template has been updated to V3: Added a Breakthrough prefab with 5 sectors and up to 3 objectives per sector. Added a new End Game camera and invisible wall Area Trigger. Added Gas Mask and Night Vision Goggles player toggles. Added Night Mode and Random Day/Night toggles, including a configurable night spawn chance. Added voice-over for capture point events. Air Combat now uses the default Surrounding Combat Area logic. Bots now equip flashlights during night matches (except Recon). Capture Points are now automatically assigned to Team 2, and retreating enemies are pinged. HQs can now be linked to sectors, with team colors managed automatically. Improved capture UI performance, player UI handling, and reduced UI flickering. Improved Custom AI spawning, behavior, and compatibility with default AI. AUDIO: APC interior audio has been corrected. Bomb-planting audio now stops correctly when the interaction is cancelled. First-person sound effects have been added when a player’s vehicle enters the water. Jet audio is now more reactive in both cockpit and exterior views, with enhanced airframe strain under g-force, dynamic wind that responds to flight manoeuvres, and additional afterburner audio. Jets impacting water now play their sound effects as intended. Underwater audio behaviour has been polished, with smoother transitions when moving between above-water and underwater states. Urgency music timing has been corrected for Team Death Match, Squad Death Match, King of the Hill, and Domination. Vehicle radio music is now more audible in third-person for players inside a vehicle with the radio enabled. AI: Bot soldiers now prioritise nearby vehicles over swimming from their HQ when travelling to nearby objectives. REDSEC NEW POI: The battle on Fort Lyndon reaches the shoreline with USS Grant, a newly added Crashed Carrier POI for Battle Royale. This downed US aircraft carrier opens up a new coastal combat space where squads can drop in and contest the deck. USS Grant offers higher-value loot than standard POIs, giving squads another reason to target the coastline early. For the first few weeks after launch, it will also be marked as a High Value Zone to make it easier to spot when deploying. PLAYER: Supply Drops now fall through the air in the correct orientation. MAP: A Weapon Cache at the Golf Course has been moved to prevent players from becoming trapped between a wall and an opened Safe. MODES: Tank eliminations in Gauntlet: Rodeo now award the correct number of points. The Bradley tank now spawns correctly in the Gauntlet: Rodeo mission. UI & HUD: A mode-specific tutorial has been added for Battle Royale Solos. Battle Royale mission HUD widgets are now correctly aligned and no longer overlap. Character appearances in the Victory Presentation extraction cinematic for Battle Royale now correctly match each squad member’s Player Card and Stat Highlights. Custom Weapon Drops have been adjusted to now display their interaction prompt within the intended viewing range and angle, and correctly deform the terrain when they land. Mode Details for Gauntlet and Battle Royale can now be viewed from the pre-round lobby. Rank Discrepancy warnings no longer appear on non-Ranked playlists. RP earned in the previous match no longer briefly appears on the HUD at the start of the next Rookie match. Subtitles now continue to appear correctly after dying in Gauntlet. The Big Map now displays 3D building overlays correctly during the Battle Royale insertion phase. The incorrect “Enemy squad locations compromised” notification no longer appears after performing a takedown in Battle Royale Solos. The Repair Tool requirement prompt on Safes no longer appears through walls. Unlock criteria text has been corrected for the “S3 Ranked Elite” and “S3 Eliminator” Weapon Charms. 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. *Requires Battlefield REDSEC and all game updates. Includes optional in-game purchases. Limited time offer. Conditions and restrictions apply. See https://www.ea.com/games/battlefield/battlefield-6/game-disclaimers for details.111Views4likes2Comments[BFComms] Update on Carrier Strike and Fighter Sweep
Pilots, We’re overjoyed that our Top Gun collaboration has resonated with so many of our players and are happy to announce that we will be extending Carrier Strike and Gauntlet: Fighter Sweep through the entirety of Season 4. A modified version of Carrier Strike will return in Season 6. See you in the danger zone.64Views0likes1CommentBattlefield 6 - Anticheat Update - Season 4
With the conclusion of our first season of Ranked Mode, we have gained deeper insights into the competitive landscape of REDSEC. While Season 4 introduces new ways to play, we have observed new methods of cheating, which we are now actively analyzing and countering to maintain match integrity. One of those will be around the enforcement of TPM 2.0 standards we previously relaxed and observed bad actors taking advantage of during Season 3. We’ve worked with manufacturers to resolve issues that could have affected legitimate players, minimizing the impact so we can confidently enable this enforcement going forward from today. What we learned from our first Ranked Season Our first season of Ranked play reinforced a lesson we’ve seen time and again: when meaningful progression and competitive stakes are introduced, cheating communities become more active and motivated. The season gave us invaluable insight into how our titles' cheating behavior evolves under pressure, from the techniques used to gain an unfair advantage as well as where player skill and outliers can surprise you. Revisiting Prohibited Hardware / Software We found quite a few sets of hardware/software products becoming popular at various levels of play over the season in cheating communities. Some we had previously evaluated and allowed but are going to be added to the prohibited software/hardware list after re-evaluations. Note that any prohibited product will cause a warning when attempting to launch BF6 like the following: We don’t block those programs without good reasons, you can see a previous response by Anti-CheatWard from the Javelin team regarding a previously allowed remapping product, reWASD, and what events resulted in its addition to that list here: EA Javelin Anticheat & Recent Software Blocks. We know that some players may use these products for accessibility and want everyone to be able to play. As a reminder, supported input devices and software such as the Xbox Adaptive Controller, PlayStation Access Controller and Steam Input are not prohibited. When we decide to block a particular hardware/software product, it’s because its continued allowance undermines Fair Play. When considering whether or not something would be prohibited we consider the following: “Does this offer a competitive advantage over others?” On the software side, examples of what we prohibit: Remapping software that masks or emulates input devices via virtual devices to circumvent anti-cheat validations and checks. Remapping software that doesn’t properly expose its configurations while allowing input automation, such as nullifying recoil patterns, turbo modes, etc. Sound radars that indicate more than type, direction, and loudness visually, such as the specific spot for specific sounds on overlays meant for or resembling a minimap. Sound equalizers that change automatically based on specific in-game cues or events. Such as quieting other noises whenever footsteps are present. Crosshair overlays that adapt to or allow for modification while running, such as changing color depending on location/game context. Overlays that provide artificial zoom enhancements, highlighting targets, or other similar non-screen-wide distortions or recoloring. On the hardware side, examples of what we prohibit: Input devices that subvert the balance of aim-assist, such as enabling it for Mouse and Keyboard type devices rather than intended formats like gampads. Input devices that provide any ability to program or “script” multiple sequential or simultaneous input signals, no matter whether they call it a macro, a mod, or a combo, it’s cheating and not permitted. Input devices designed to avoid detection while providing functionality for a competitive advantage, specifically XIM, Cronus Zen, Strikepack, and Titan Two are such devices. Gamepads modified to add features to gain a competitive advantage, such as Turbo, Macro Mods, Aim Assist Abuse, Full-Auto Semi, Recoil Assist, Turbo Crouch Shot, etc. Monitors that provide or nullify game features such as flashbangs, scopes, zoom levels, night vision or tracks/augments the rendering of in-game characters. “Does this circumvent or subvert anti-cheat detections and warnings?” Sometimes products will claim to have a “Compatibility Mode” that makes their software compliant with Javelin for Battlefield 6. Any officially supported methods of using these products will be called out in the anticheat warnings. You can test the validity of any such claim by turning off their “Compatibility Mode” and seeing if the block warning directs you to enable it. If it doesn’t, it’s prohibited. “Does this software offer an attack vector to bad actors?” Sometimes it’s not the product itself that's the problem, it might be what it’s built on. Bad actors take advantage of the security faults wherever they find them, be it drivers, libraries or any number of other software dependencies these tools can rely on, especially when that tool is otherwise trusted and used by a large number of players. These products can sometimes hide behind simpler features that we generally have no issue with but enhance them to such a degree that it moves them from their previous gray areas. Just because two products offer what sounds like the same feature doesn’t mean they are the same. Examples of such features that have such distinctions include input remapping, crosshair overlays, additional levels of screen magnification, sound equalizers that overemphasize footsteps and gunfire or visualize it too specifically, and the list goes on. In-Game “Nudges” We’ve added new in-game notifications related to player moderation and anti-cheat enforcements. These notifications will only be raised during times when they would not interrupt gameplay, like the main menu or pre-game lobbies, and during matches only when you are dead and waiting for the respawn timer. The intention is to let you know when you are engaging in something that constitutes a more minor violation of our policies, providing an opportunity to disengage from that behavior before it warrants more significant warnings or sanctions. How these will appear to you in-game: Some examples we are still evaluating for using these nudges: Anti-Cheat: Purposely and consistently getting out of bounds to normally inaccessible portions of the map (under the map, behind walls, inside of game objects) as a means of getting an advantage over others regardless of method. Matchmaking manipulations to engage in a prohibited behavior that undermines fairness, such as: stream sniping, collusion with other squads in ranked, harassment, etc. Using game exploits beyond a reasonable level of “Fun” and “Chaos” that they can bring before we fix them. Text and VOIP Moderation: Playing disruptive media over VOIP such as sirens, gunfire, footsteps, in an effort to negatively impact others' ability to hear in-game indicators accurately. An early warning when the content of a message would have resulted in a sanction in line with our Positive Play Charter had it been reported. Match Infection Rate (MIR) Updates: Filtering the Noise As part of our ongoing effort to provide a transparent look at game health, we want to dive into an adjustment we’re making to how we calculate our Match Infection Rate (MIR). While reviewing recent data, our anti-cheat and analytics teams noticed a steady increase in MIR that didn't align with any changes in known cheating populations, communities, or cheating tools. A deeper investigation revealed the cause: reports against legitimate players, particularly highly skilled players and especially those who spend most of their time in vehicles. The Impact of Player Reports The MIR we publish is a predictive metric. It doesn't just count confirmed cheaters we’ve given the hammer; it also incorporates signals that help estimate potential cheating activity we may not yet have sufficient capabilities to detect. Player reports are one of those signals and remain an important tool for identifying suspicious behavior, uncovering detection gaps, and spotting emerging circumvention methods. However, legitimate players are also reported, sometimes because of exceptional skill, unique playstyles, or, occasionally, malicious reporting. We even found one account that reported virtually every player in every match they played, which is certainly a dedicated use of their time. This is also why we don't use reports alone to sanction accounts. Reports help direct investigations, but they are not evidence of wrongdoing by themselves regardless of volumes. What We’re Changing To redress this, we're updating MIR to better filter out such legitimate players. While we won't share the exact methodology to avoid enabling abuse, the principle is straightforward: if a player is consistently reported over a long period yet never triggers other anti-cheat signals and repeatedly passes manual review, MIR will recognize them for what they are: a skilled Battlefield veteran. This exclusion only applies as long as reports remain the sole indicator. If any other of our hundreds of anti-cheat detections and/or signals are triggered, that player immediately returns to the pool considered by MIR. Moving forward, this updated definition will provide a more accurate picture of where cheaters may be operating, rather than repeatedly flagging a particular group of highly skilled vehicle crews or Little Bird pilots who routinely rack up 100+ kills legitimately and attract large numbers of reports. Cheaters, in comparison, accumulate reports and detections and don’t survive long enough to establish this kind of long standing match history—the majority get banned quickly during the first few matches/hours of gameplay. Ultimately, this updated definition ensures that MIR remains a strong indicator of the cheating population affecting your matches. The MIR we share publicly is the same metric we use internally, and in the spirit of transparency, we've included a before-and-after view of how this update impacts MIR over the past few months. Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters you've reported, even those we might not have enough evidence to enforce against. Security Feature Enforcement TPM - We appreciate players who have already gone through the efforts of enabling secure boot. We were maintaining some allowances for players that were unable to enable it due to TPM chip issues, but we’ve been working with partners and various manufacturers to resolve these compliance issues. TPM specifications are defined by the Trusted Computing Group here and formalized in the 2015 ISO requirements ISO/IEC 11889-1:2015. We are going to enable strict enforcement of the requirement going forward in line with this update. If you are still encountering issues please refer to the article here for some troubleshooting guidance: How do I use TPM 2.0 on my PC?. For context, 98.76% of current players are already playing on hardware that is fully enabled and compliant with the title's currently enforced requirements. Of the remaining 1.24%, the majority are actively using third-party emulators and/or spoofing their hardware compliance and/or are associated with some level of botting or cheating in the title. HVCI and VBS - These requirements have been present for the title since launch, but we haven’t enforced them yet. We are finalizing how we might deploy these to be most effective without negatively impacting legitimate players, and have not decided that strategy. We may only require specific players with suspicious activity (like a lack of/or falsified telemetry), for specific modes like ranked, or only for participation in official or sponsored tournaments. Regardless we are actively looking at the player data and how cheaters behave to inform and finalize that strategy. We will keep you posted before we enforce any of these security features. Recommendations for CPU Stability Our telemetry recently flagged an uptick in client crashes, which, after thorough investigation, we traced back to an issue related to users' CPU microcode and a Windows Insider Update causing conflicts with our anti-cheat software. We worked with Microsoft and Intel to resolve this situation. To ensure you stay at peak performance on the front lines, we strongly advise applying the latest microcode updates and Windows updates to get these fixes. We are also working to update the error code messages encountered by the Javelin Launcher to give players a more descriptive error message and update our troubleshooting content here: How to install and troubleshoot EA Javelin anticheat on PC. BF_SledgeHammer Update We’re impressed with the sheer volume of interactions with BF_SledgeHammer so far, we wish we could reply to every DM, but even with the various members of the team using the account won’t be able to keep up as we do so secondary to our day-to-day operations of manually reviewing accounts, investigating cheat reports, observing matches, and address appeals. We’ve enjoyed being able to weigh in and reply to posts and direct messages directly. However, please remember that these social interactions are not replacements for our official support systems, and ask players to still use our official appeals and reporting features to ensure their concerns are formally tracked and redressed. In-game reporting still kicks off a lot of extra systems and telemetry that make our investigations significantly more effective. The Road Ahead Fair-play matters, and we have lots of hammers still in the forge, hot and are looking forward to sharing more details just as soon as they are tempered and ready to strike. Stay sharp out there, soldier. I’ll see you on the Battlefield, BF_SledgeHammer83Views2likes1CommentBattlefield 6 - Anticheat-Update - Season 4
Nach dem Ende unserer ersten Season des Ranglisten-Modus haben wir tiefere Einblicke in die Wettbewerbslandschaft von REDSEC gewonnen. NachdemSeason 4 neue Spielmöglichkeiten einführte, haben wir nun neue Betrugsmethoden festgestellt, die wir nun aktiv analysieren und bekämpfen, um die Integrität der Matches zu gewährleisten. Einer dieser Punkte wird eine Durchsetzung des TPM 2.0-Standards sein, den wir zuvor gelockert hatten. In Season 3 wude das von böswilligen Personen ausgenutzt. Wir haben mit Herstellern zusammengearbeitet, um Probleme zu beheben, die ehrliche Spieler:innen hätten betreffen können. Dabei haben wir die Auswirkungen auf euer Spielerlebnis minimiert, sodass wir diese Durchsetzung ab heute zuversichtlich umsetzen können. Was wir aus unserer ersten Ranglisten-Season gelernt haben Unsere erste Season im Ranglisten-Modus hat uns eine bestimmte Sorge wieder bestätigt: Wenn sinnvoller Fortschritt und kompetitive Anreize eingeführt werden, werden Cheating-Communities aktiver und motivierter. Diese Season gab uns unschätzbare Einblicke, wie sich das Cheating-Verhalten unserer Titel unter Druck entwickelt, von den Techniken, die verwendet werden, um unfaire Vorteile zu erlangen, bis hin zu den Situationen, in denen die Fähigkeiten von Spieler:innen und bestimmte Ausreißer diese Muster durchbrechen. Neu betrachtet: Verbotene Hardware / Software Wir haben festgestellt, dass etliche Hardware-/Softwareprodukte über die Season hinweg in den verschiedensten Elo-Bereichen in der Cheating-Community populärer wurden. Einige davon hatten wir zuvor evaluiert und zugelassen, werden diese aber nach erneuter Bewertung zur Liste der verbotenen Software/Hardware hinzugefügen. Bitte beachtet, dass jedes verbotene Produkt beim Startversuch von BF6 eine Warnung, wie die folgende, auslösen wird: Wir blockieren solche Programme nicht ohne triftige Gründe. Eine frühere Antwort von Anti-CheatWard vom Javelin-Team bezüglich eines zuvor erlaubten Remapping-Produkts, reWASD, und welche Ereignisse zu seiner Aufnahme in diese Liste führten, findet ihr hier: EA Javelin Anticheat & Recent Software Blocks. Wir wissen, dass manche Spieler:innen diese Produkte aus Gründen der Barrierefreiheit nutzen und wir möchten, dass weiterhin jeder spielen kann. Zur Erinnerung: Unterstützte Eingabegeräte und Software wie der Xbox Adaptive Controller, der PlayStation Access Controller und Steam Input sind nicht verboten. Wenn wir uns entscheiden, ein bestimmtes Hardware-/Softwareprodukt zu blockieren, dann deshalb, weil seine weitere Zulassung ein faires Spiel verhindert. Bei der Prüfung, ob etwas verboten werden sollte, berücksichtigen wir Folgendes: "Bietet dies einen Wettbewerbsvorteil gegenüber anderen?" Hinsichtlich Software, hier ein paar Beispiele für von uns verbotene Produkte: Remapping-Software, die Eingabegeräte über virtuelle Geräte maskiert oder emuliert, um Anti-Cheat-Validierungen und -Prüfungen zu umgehen. Remapping-Software, die ihre Konfigurationen nicht ordnungsgemäß offenlegt, während sie Eingabeautomatisierung ermöglicht, wie z. B. das Neutralisieren von Rückstoßmustern, Turbo-Modi usw. Sound-Radare, die visuell mehr als Typ, Richtung und Lautstärke anzeigen, wie z. B. den genauen Ort für bestimmte Geräusche auf einem Overlay, das für eine Minikarte gedacht ist oder dieser ähnelt. Sound-Equalizer, die sich automatisch basierend auf bestimmten In-Game-Hinweisen oder -Ereignissen ändern. Wie zum Beispiel das Dämpfen anderer Geräusche, sobald Schritte zu hören sind. Fadenkreuz-Overlays, die sich anpassen oder während des Spiels modifizieren lassen, wie z. B. Farbänderungen je nach Ort/Spielkontext. Overlays, die künstliche Zoom-Verbesserungen, Zielhervorhebung oder andere ähnliche nicht-bildschirmweite Verzerrungen oder Neufärbungen bieten. Hinsichtlich Hardware, hier ein paar Beispiele für von uns verbotene Produkte: Eingabegeräte, die das Gleichgewicht der Zielhilfe untergraben, wie z. B. deren Aktivierung für Maus- und Tastatur-Geräte anstatt für die vorgesehenen Formate wie Gamepads. Eingabegeräte, die die Möglichkeit bieten, mehrere sequentielle oder gleichzeitige Eingabesignale zu programmieren oder zu "scripten", egal ob es ein Makro, Mod oder Combo ist – es ist Cheating und nicht erlaubt. Eingabegeräte, die darauf ausgelegt sind, Erkennung zu vermeiden, während sie Funktionen für einen Wettbewerbsvorteil bieten; insbesondere XIM, Cronus Zen, Strikepack und Titan Two sind solche Geräte. Gamepads, die modifiziert wurden, um Funktionen für einen Wettbewerbsvorteil hinzuzufügen, wie z. B. Turbo, Makro-Mods, Missbrauch der Zielhilfe, Semi Full-Auto, Rückstoß-Assistenz, Turbo-Crouch-Shot usw. Monitore, die Spielfunktionen bereitstellen oder aufheben, wie z. B. Flashbangs, Zielfernrohre, Zoomstufen, Nachtsicht oder die das Rendern von In-Game-Charakteren verfolgen/erweitern. "Umgeht oder untergräbt dies Anti-Cheat-Erkennungen und -Warnungen?" Manchmal behaupten Produkte, einen "Kompatibilitätsmodus" zu haben, der ihre Software mit Javelin für Battlefield 6 kompatibel macht. Alle offiziell unterstützten Methoden zur Nutzung dieser Produkte werden in den Anti-Cheat-Warnungen aufgeführt. Ihr könnt die Gültigkeit solcher Behauptungen testen, indem ihr deren "Kompatibilitätsmodus" ausschaltet und prüft, ob die Blockierungswarnung euch auffordert, ihn zu aktivieren. Ist dies nicht der Fall, ist es verboten. "Bietet diese Software böswilligen Personen einen Angriffs-Vector?" Manchmal ist nicht das Produkt selbst das Problem, sondern das, worauf es aufbaut. Böswillige Personen nutzen Sicherheitslücken aus, wo immer sie diese finden, sei es in Treibern, Programmbibliotheken oder einer beliebigen Anzahl anderer Software-Abhängigkeiten, auf die diese Tools angewiesen sein können, besonders wenn dieses Tool ansonsten von einer großen Anzahl von Spieler:innen genutzt wird und deren Vertrauen hat. Diese Produkte können sich manchmal hinter einfacheren Funktionen verstecken, mit denen wir im Allgemeinen kein Problem haben, aber sie in einem Maße erweitern, das sie aus den bisherigen Grauzonen herausbewegt. Nur weil zwei Produkte das scheinbar gleiche Feature anbieten, bedeutet das nicht, dass sie gleich sind. Beispiele für Funktionen, die solche Unterschiede aufweisen, sind Input-Remapping, Fadenkreuz-Overlays, zusätzliche Bildschirmvergrößerungsstufen, Sound-Equalizer, die Schritte und Schüsse überbetonen oder sie zu spezifisch visualisieren, und so weiter. In-Game-"Hinweise" Wir haben neue In-Game-Benachrichtigungen bezüglich Spieler:in-Moderation und Anti-Cheat-Durchsetzungen hinzugefügt. Diese Benachrichtigungen werden nur zu Zeiten angezeigt, in denen sie das Gameplay nicht unterbrechen würden, wie z. B. im Hauptmenü oder in Pre-Game-Lobbys, und während Matches nur, wenn ihr tot seid und auf den Respawn-Timer wartet. Wir möchten euch darüber informieren, wenn ihr euch an etwas beteiligt, das einen geringfügigeren Verstoß gegen unsere Richtlinien darstellt. Dadurch erhaltet ihr die Möglichkeit, dieses Verhalten einzustellen, bevor es eine offizielle Verwarnung per E-Mail oder weitreichendere Sanktionen nach sich zieht. Wie sie euch im Spiel angezeigt werden: Einige Beispiele, die wir für den Einsatz dieser Hinweise noch prüfen: Anti-Cheat: Absichtliches und wiederholtes Verlassen der Kartengrenzen in normalerweise unzugängliche Bereiche der Karte (unter der Karte, hinter Wänden, in Spielobjekten), um sich unabhängig von der Methode einen Vorteil gegenüber anderen zu verschaffen. Manipulationen beim Matchmaking, um verbotenes Verhalten auszuüben, das die Fairness untergräbt, wie zum Beispiel: Stream-Sniping, Absprachen mit anderen Squads im Ranglistenmodus, Belästigung usw. Ausnutzung von Exploits über ein angemessenes Maß an "Spaß" und "Chaos" hinaus, bevor wir sie beheben. Text- und VOIP-Moderation: Wiedergabe störender Medien über VOIP, wie Sirenen, Schüsse, Schritte, um die Fähigkeit anderer Spieler:innen, Indikatoren im Spiel genau zu hören, negativ zu beeinträchtigen. Eine frühzeitige Warnung, wenn der Inhalt einer Nachricht zu einer Sanktion gemäß unserer Erklärung für positives Spielen geführt hätte, wäre sie gemeldet worden. Match-Infektionsrate (MIR) Updates: Störgeräusche filtern Um euch weiterhin transparent über den Zustand des Spiels zu informieren, möchten wir eine Anpassung der Berechnung unserer Match-Infektionsrate (MIR) näher beleuchten. Bei der Überprüfung der jüngsten Daten stellten unsere Anti-Cheat- und Analyse-Teams einen stetigen Anstieg der MIR fest, der nicht mit Änderungen in bekannten Cheater-Populationen, Communities oder Cheating-Tools übereinstimmte. Eine tiefergehende Untersuchung enthüllte die Ursache: Meldungen gegen legitime Spieler:innen, insbesondere hochqualifizierte Spieler:innen und vor allem jene, die den Großteil ihrer Zeit in Fahrzeugen verbringen. Der Einfluss von Spielermeldungen Die von uns veröffentlichte MIR ist eine prädiktive Metrik. Sie zählt nicht nur bestätigte Cheater:innen, die wir bestraft haben; sie berücksichtigt auch Signale, die helfen, potenzielle Cheating-Aktivitäten einzuschätzen, für die wir möglicherweise noch nicht über ausreichende Erkennungsfähigkeiten verfügen. Spielermeldungen sind eines dieser Signale und bleiben ein wichtiges Werkzeug zur Identifizierung verdächtigen Verhaltens, zum Aufdecken von Erkennungslücken und zur Erkennung neuer Umgehungsmethoden. Allerdings werden auch legitime Spieler:innen gemeldet, manchmal aufgrund außergewöhnlichen Könnens, einzigartiger Spielstile oder gelegentlich durch böswillige Meldungen. Wir haben sogar ein Konto gefunden, das praktisch jede:n Spieler:in in jedem gespielten Match gemeldet hat. Das ist sicherlich ein sehr engagierter Zeitaufwand. Auch deshalb nutzen wir nicht nur Meldungen alleine, um Konten zu bestrafen. Meldungen helfen, Untersuchungen einzuleiten, aber sie sind an sich kein Beweis für Fehlverhalten, unabhängig von der Anzahl. Was wir ändern Um dies zu korrigieren, aktualisieren wir die MIR, um solche legitimen Spieler:innen besser herauszufiltern. Wir werden die genaue Methodik nicht teilen, um Missbrauch zu vermeiden, aber das Prinzip ist einfach: Wenn ein:e Spieler:in über einen langen Zeitraum hinweg konstant gemeldet wird, aber niemals andere Anti-Cheat-Signale auslöst und wiederholt manuelle Überprüfungen besteht, wird die MIR das als das erkennen, was es ist: ein:e erfahrene:r Battlefield-Spieler:in. Dieser Ausschluss gilt nur, solange Meldungen der einzige Indikator bleiben. Wenn irgendeine andere unserer hunderten Anti-Cheat-Erkennungen und/oder Signale ausgelöst wird, kehrt diese:r Spieler:in sofort in den von der MIR berücksichtigten Pool zurück. Zukünftig wird diese aktualisierte Definition ein genaueres Bild davon liefern, wo Cheater:innen aktiv sein könnten, anstatt wiederholt eine bestimmte Gruppe hochqualifizierter Fahrzeugbesatzungen oder Little-Bird-Pilot:innen zu melden, die regelmäßig 100+ Kills legitim erzielen und viele Meldungen erhalten. Cheater:innen sammeln im Vergleich dazu Meldungen und Erkennungen an und überleben nicht lange genug, um eine derart lange Match-Historie aufzubauen – die meisten werden schnell in den ersten paar Matches/Spielstunden gebannt. Letztendlich stellt diese aktualisierte Definition sicher, dass die MIR ein starker Indikator für die Cheating-Population bleibt, die eure Matches beeinflusst. Die MIR, die wir öffentlich teilen, ist dieselbe Metrik, die wir intern verwenden, und im Zeichen der Transparenz haben wir eine Vorher-Nachher-Ansicht eingefügt, wie sich dieses Update in den letzten Monaten auf die MIR auswirkt. Match-Infektionsrate: Der Prozentsatz von Spielen im gesamten Titel, der von mindestens 1 Cheater:in negativ beeinflusst wurde. Dazu gehören auch alle mutmaßlichen Cheater:innen, selbst wenn nicht genügend Beweise vorliegen, um gegen sie vorzugehen. Durchsetzung von Sicherheitsfunktionen TPM – Wir wissen es zu schätzen, dass Spieler:innen sich bereits die Mühe gemacht haben, den Sicheren Start zu aktivieren. Wir haben einige Ausnahmen für Spieler:innen zugelassen, die den Sicheren Start aufgrund von TPM-Chip-Problemen nicht aktivieren konnten, aber wir haben mit Partnern und verschiedenen Herstellern zusammengearbeitet, um diese Kompatibilitätsprobleme zu lösen. Die TPM-Spezifikationen werden von der Trusted Computing Group hier und in den ISO-Anforderungen von 2015 ISO/IEC 11889-1:2015 formalisiert. Wir werden zukünftig die strikte Durchsetzung der Anforderung im Einklang mit diesem Update einleiten. Wenn ihr weiterhin Probleme habt, lest bitte den Artikel hier für Fehlerbehebungshinweise: Wie verwende ich TPM 2.0 auf meinem PC?. Zum Kontext: 98,76 % der aktuellen Spieler:innen spielen bereits auf Hardware, die vollständig aktiviert und kompatibel mit den aktuell durchgesetzten Anforderungen des Titels ist. Von den verbleibenden 1,24 % nutzt die Mehrheit aktiv Drittanbieter-Emulatoren und/oder täuscht ihre Hardware-Konformität vor und/oder ist mit Botting oder Cheating im Spiel verbunden. HVCI und VBS – Diese Anforderungen sind seit dem Start des Titels vorhanden, aber wir haben sie noch nicht durchgesetzt. Wir finalisieren noch, wie wir diese am effektivsten einsetzen können, ohne legitime Spieler:innen negativ zu beeinflussen, und haben uns noch nicht auf eine Strategie festgelegt. Möglicherweise fordern wir nur spezifische Spieler:innen mit verdächtiger Aktivität (wie fehlender oder gefälschter Telemetrie) dazu auf, diese Anforderungen für bestimmte Modi wie den Ranglistenmodus oder zur Teilnahme an offiziellen oder gesponserten Turnieren zu befolgen. Unabhängig davon analysieren wir aktiv die Spielerdaten und das Verhalten von Cheater:innen, um uns auf eine Strategie zu einigen und festzulegen. Wir werden euch auf dem Laufenden halten, bevor wir eine dieser Sicherheitsfunktionen durchsetzen. Empfehlungen für CPU-Stabilität Unsere Telemetrie meldete kürzlich einen Anstieg von Client-Abstürzen, die wir nach gründlicher Untersuchung auf ein Problem zurückführen konnten, das mit dem CPU-Mikrocode der Benutzer:innen und einem Windows Insider Update zusammenhängt, das Konflikte mit unserer Anti-Cheat-Software verursachte. Wir haben mit Microsoft und Intel zusammengearbeitet, um diese Situation zu lösen. Um sicherzustellen, dass ihr mit bester Leistung an die Front könnt, raten wir dringend dazu, die neuesten Mikrocode-Updates und Windows-Updates zu installieren, um deren Fehlerbehebungen zu erhalten. Wir arbeiten auch daran, die Fehlermeldungen, die beim Javelin Launcher auftreten, zu aktualisieren, um Spieler:innen eine aussagekräftigere Fehlermeldung zu geben und unsere Inhalte zur Fehlerbehebung hier zu aktualisieren: Wie installiere ich EA Javelin-Anti-Cheat auf PC und wie behebe ich Fehler mit dem Programm?. BF_SledgeHammer-Update Wir sind beeindruckt von der schieren Menge an Interaktionen mit BF_SledgeHammer bisher. Wir wünschten, wir könnten auf jede DM antworten, aber selbst mit den verschiedenen Teammitgliedern, die das Konto nutzen, werden wir nicht mithalten können, da dies zweitrangig zu unseren täglichen Aufgaben wie der manuellen Kontoüberprüfung, der Untersuchung von Cheating-Meldungen, der Beobachtung von Matches und der Bearbeitung von Einsprüchen steht. Wir haben es genossen, uns direkt in Beiträge und Direktnachrichten einzubringen und darauf zu antworten. Bitte denkt jedoch daran, dass diese sozialen Interaktionen keine Ersatz für unsere offiziellen Support-Systeme sind, und wir bitten Spieler:innen, weiterhin unsere offiziellen Einspruchs- und Meldefunktionen zu nutzen, um sicherzustellen, dass ihre Anliegen formell verfolgt und bearbeitet werden. Meldungen im Spiel lösen immer noch viele zusätzliche Systeme und Telemetriedaten aus, die unsere Untersuchungen erheblich effektiver machen. Was noch vor uns liegt Ein faires Spiel ist wichtig, und wir haben noch viele heiße Eisen im Feuer. Wir freuen uns darauf, euch weitere Details zu verraten, sobald diese einsatzbereit sind. Seid vorsichtig da draußen. Wir sehen uns auf dem Schlachtfeld! BF_SledgeHammer6Views0likes0Comments[BFComms] Portal – zweryfikowane doświadczenia wymagają ponownego zapisania
Zakończyliśmy niewielką aktualizację zaplecza Portalu. W jej wyniku wszystkie zweryfikowane doświadczenia (Verified Experiences) zostały wycofane z publikacji i wymagają ponownego zapisania, zanim będzie można je ponownie opublikować. Nie są wymagane żadne inne działania.[BFComms] Aktualizacja dotycząca Ataku na Lotniskowiec i Uderzenie Myśliwców
Piloci, Bardzo cieszymy się, że nasza współpraca z Top Gun spotkała się z tak pozytywnym odbiorem wśród graczy. Z przyjemnością informujemy, że Atak na lotniskowiec oraz Wyzwanie: Uderzenie Myśliwców pozostaną dostępne przez cały Sezon 4. Zmodyfikowana wersja Atak na Lotniskowiec powróci w Sezonie 6. Do zobaczenia w strefie zagrożenia!BATTLEFIELD 6 UPDATE 1.4.1.0
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war. At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Naval Combat & New Gameplay System Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore. New Map Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare. New Vehicles RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water. 7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast. New Weapons & Attachments BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat. EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat. VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth. Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons. New REDSEC Content Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina. Battle Pass Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea. Battlefield Pro Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4. Major Updates for 1.4.1.0 Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal. Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay. Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation. UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed. Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing. Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play. REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow. CHANGELOG PLAYER: Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting. Sliding no longer retriggers when the crouch hold input remains held after an initial slide. Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground. Soldier visual effects while swimming and resurfacing have been updated Spawning on a squad mate in crouch stance now deploys you in crouch stance as well. The soldier no longer slowly blends into position after mounting an object in the world. Weapon attachments are now less likely to appear floating when using soldier skins. Zipline and flash effect animations now behave as intended while spectated in first-person. Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water. Aim assist now fully supports enemy targets while they are swimming. Fall damage is now slightly reduced when falling into shallow water. Parachutes now deploy as expected when nearing the water surface. Players can now drag and revive squad mates in water. Players can now spawn on squad mates who are swimming in deep water. VEHICLES: Helicopter rotor wash now affects vegetation more realistically. Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes. The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved. Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning. GADGETS: Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear. Launchers that discard their tubes now continue to reload even if they are no longer the active weapon. RPG detonations underwater no longer create dirt impact effects. The EOD Bot Arm and the Sledgehammer can no longer be used while swimming. The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs. The Sledgehammer can no longer be used for quick swings while swimming. WEAPONS: Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3. Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater. SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater. MAPS & MODES: Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck. Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb. Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects. UI & HUD: Battle Pass points and path text no longer overlap on the End of Round screen. Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out. Category icons now appear correctly in the Challenges menu during gameplay. Challenge reward icons now appear correctly when unlocked during gameplay. Corrected a typo in the description for the “Mercy Stroke” weapon package. Improved the readability of the Anti-cheat watermark. Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive. Increased the size of the bomb icon in the Obliteration game mode HUD. Interior map details now appear correctly on the minimap. Kill indicators now expand outwards and fade out faster, reducing how long they remain in view. Magazine attachment indicator alignment has been improved when customising the M/60. Magazine attachment indicator alignment has been improved when customising the SL9. Main menu tiles now remain visible as intended when returning to the menu after a match. Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped. Muzzle attachment UI alignment has been improved when customising the Vz.61. PP-19 weapon tags now appear correctly in the front end. Resolved an occasional client-side crash that could occur when the tutorial system updated. Responding to “Quick Message” notifications no longer also triggers in-game actions. Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay. Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen. Reward icons now appear correctly in in-game challenge completion notifications. Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page. Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights. Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it. The “Backwoods Battler” character skin now displays the correct icon artwork. The “Chemical Agent” character skin now displays the correct icon artwork. The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time. The Challenges button has been removed from the in-game attachment screen to prevent UI overlap. The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate. The filter selection on the Season Stats page no longer resets when switching between seasons. The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying. The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen. Tutorial prompts no longer remain on screen after redeploying or being eliminated. SETTINGS: Add support for NVIDIA DLSS Multi Frame Generation x5, x6. Add support for NVIDIA DLSS Dynamic Multi Frame Generation. Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation. Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game. The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section. PORTAL: A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors. Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences. Added missing help text for Impulse blocks in the Rules Editor. Added support for the “IsClosed” property on Waypoint Paths. Added the “GetPlayer” and “GetVehicle” functions. Additional Season 3 weapons, attachments, and gadget have been added to Portal. Andy’s Custom Breakthrough Template has been added to the SDK. Corrected errors that could occur when publishing the Moving Platform Example. “Create Custom Mode” now generates the files needed for “Import from File”. “GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle. HQ team colours now display correctly. “IsCurrentMap” now works correctly for remotely hosted games. Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options. “SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums. The “ForceBombDrop” action can no longer be used when there is no bomb carrier. The “mod.GetSpawner” function now accepts arguments correctly. The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly. The Railway to Golmud train capture point now follows the train correctly on the map. AUDIO: Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration. Added female soldier voice-over lines for drowning and surfacing. Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration. Added new Season 4 Battle Pass radio station music. Added new soldier voice-over lines after breaching and resurfacing from underwater. Commander voice-over now plays as intended during Overtime in Obliteration. Corrected a phasing issue with stationary launcher audio while aiming down sights. Improved audio responsiveness for sea vehicles moving through waves. Improved audio responsiveness for stationary turret movement. Third-person death efforts from underwater soldiers can no longer be heard by other players. Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds. AI: With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles. Bots can now swim and will move towards shore after ending up in water. Bots can now use boats to navigate to objectives. Bots can now use land vehicles to cross rivers and very shallow water. Bots no longer eliminate themselves after falling into certain pools on Eastwood. Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers. Bots no longer take all available boats at the start of new rounds, leaving boats available for players. Bots now abandon boats that become beached. Bots will now respond to “Request Pick-Up” requests while navigating boats. REDSEC PLAYER: Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning. “Squad Wipe” score events now trigger correctly after eliminating an enemy squad. UI & HUD: In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale. Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale. Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly. Squad colours now display correctly on the Gauntlet End of Round screen. The Tactical Armory can now be pinged correctly in Battle Royale. AUDIO: The Handler briefing now plays as intended during the Battle Royale insertion cinematic. The Handler no longer warns players who are underground about parachuting enemies nearby. COMPETITIVE: “End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity. “End of Round” RP progress now displays correctly when a player’s RP value drops below zero. Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale. Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed. Updated “End of Round” RP tally animations to improve scoring clarity. Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale. VEHICLES: The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes. WEAPONS: M320A1 Level 2 Grenadier Trait Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2. Reduced the M320A1 HE maximum ammunition increase from 5 to 4. Level 3 Cluster Munitions Trait Reduced the number of submunitions created from 6 to 3. Reduced submunition maximum blast damage from 30 to 20. Reduced submunition blast radius from 2m to 1.5m. Reduced maximum damage distance from 0.6m to 0.3m. Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location. Adjusted submunition bounce behaviour to further reduce clustering after impact. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.2KViews7likes48Comments