BATTLEFIELD 6 GAME UPDATE 1.3.3.0
On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes. At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon. Battlefield 6 Free Trial From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment. NEW CONTENT Wet Work Event Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt. New Mode Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy. New Battle Royale Mode Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad. New Melee Weapon EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements. Major Updates for 1.3.3.0 New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial. Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently. Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover. Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles. REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight. UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance. Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish. CHANGELOG PLAYER: Dummy Targets no longer slide into place when entering the Firing Range. Firing Range now includes an additional target at 5m for testing close-quarters weapon damage. First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat. Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should. Soldier rotation now behaves correctly when changing stance while dragging a downed teammate. The Briefing Screen camera now centres correctly at the start of a round. Weapons no longer disappear in first-person after being revived. Netcode-specific Improvements Blood effects no longer appear on screen from shots that did not hit the player. Client hit confirmations now display faster when receiving damage. Damage corrections have been reduced by improving how client damage is matched with the server. Damage feedback is no longer delayed when taking damage from multiple sources at the same time. Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover. Death timing is now more responsive in dense combat situations. Netgraph and connection icons no longer freeze when experiencing rubberbanding. Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies. Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions. Network TimeNudge now recovers faster after performance spikes, with reduced spike severity. The client game clock now synchronises with the server more quickly after poor CPU performance. Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering. VEHICLES: Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2. ATPs now reset team ownership correctly when nearby friendlies are downed. Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets. Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain. Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again. Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x. Emergency Repair Pause On Damage timer increased from 1 to 2 seconds. Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit. Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures. Projectile Intercept System activation time reduced to 0.55 seconds. Radio selection now works correctly when using a controller. RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters. The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits. Main Battle Tanks MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets. MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m. MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters. Infantry Fighting Vehicles IFV AP Shell initial velocity increased from 375 to 445 metres per second. IFV AP Shells now pierce the Projectile Intercept System. IFV AP Shells rate of fire increased from 120 to 160 rounds per minute. IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters. Mobile Anti-Air Vehicle Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200. General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130. High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets. High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%. Thermal Smoke Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage. Thermal Smoke no longer removes C-4 Explosives. Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits. GADGETS: Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended. LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying. M320A1 SMK and M320A1 THRM icons now display optics in the correct position. M84 Flashbangs no longer deal damage to gadgets. Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person. Shell impacts from Mortars and JAGM strikes are now visible on the Big Map. The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade. The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed. The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo. TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby. WEAPONS: Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values. Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values. L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles. M2010 5-round magazine now sits correctly in third-person view. M45A1 and Vz.61 sidearms now use Subsonic Ammo by default. M87A1 magazine tubes no longer become invisible in third-person view. Speedloader attachments now play the correct animation in third-person view. The Extended Fast Magazine on the L115 now uses the correct 3D asset. The PP-19 no longer clips through the character model while in the Loadout screen. The Taclight-Hip icon now displays correctly. Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood. Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value. USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies. Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession. Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground. AK-205 AK-205 314mm Fluted Barrel icon now better reflects the attachment model. AK-205 barrel icons now display correctly. AK-205 ergonomic attachments now correctly update weapon stat values. M16A4 M16A4 Carry Handle Iron Sight naming now displays correctly. M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly. M16A4 Flip-Up Iron Sight naming now displays correctly. M16A4 single-fire behaviour in third-person now ejects one shell casing per shot. M16A4 third-person reload animations now correctly press the magazine catch and release. RPK-74M RPK-74M Ballistic Tip attachment cost set to 20. RPK-74M soldier finger animation now behaves correctly after firing a single shot. RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips. RPK-74M third-person prone pose no longer clips the hand through the magazine. Bolt-Action Rifles Sweet Spot Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse. L115 sweet spot range decreased from 120-175m to 100-133m. M2010 ESR sweet spot range decreased from 75-120m to 75-100m. PSR sweet spot range decreased from 100-150m to 90-120m. SV-98 sweet spot range decreased from 54-90m to 54-75m. WEAPON BALLISTIC CHANGES: To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim. Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo. Muzzle Velocity reduced for most primary weapons. Muzzle Velocity Adjustments: ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%) LMR27: Decreased from 880 m/s to 800 m/s (-9.09%) SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%) SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%) TR7: Decreased from 648 m/s to 604 m/s (-6.79%) NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%) M417A2: Decreased from 600 m/s to 560 m/s (-6.67%) M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%) CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%) M240L: Decreased from 630 m/s to 590 m/s (-6.35%) M4A1: Decreased from 630 m/s to 590 m/s (-6.35%) VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%) SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%) GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%) RPKM: Decreased from 670 m/s to 630 m/s (-5.97%) M123K: Decreased from 670 m/s to 630 m/s (-5.97%) M433: Decreased from 670 m/s to 630 m/s (-5.97%) SGX: Decreased from 402 m/s to 378 m/s (-5.97%) QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%) DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%) M/60: Decreased from 720 m/s to 680 m/s (-5.56%) AK4D: Decreased from 720 m/s to 680 m/s (-5.56%) PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%) M16A4: Decreased from 720 m/s to 680 m/s (-5.56%) SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%) PSR: Decreased from 720 m/s to 680 m/s (-5.56%) SV-98: Decreased from 720 m/s to 680 m/s (-5.56%) L115: Decreased from 703 m/s to 664 m/s (-5.55%) L110: Decreased from 780 m/s to 740 m/s (-5.13%) B36A4: Decreased from 780 m/s to 740 m/s (-5.13%) M277: Decreased from 624 m/s to 592 m/s (-5.13%) PP-19: Decreased from 468 m/s to 444 m/s (-5.13%) M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%) SVDM: Decreased from 800 m/s to 760 m/s (-5.00%) GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%) M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%) Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%) M250: Decreased from 760 m/s to 724 m/s (-4.74%) Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%) USG-90: Decreased from 570 m/s to 543 m/s (-4.74%) SL9: Decreased from 510 m/s to 486 m/s (-4.71%) L85A3: Decreased from 814 m/s to 778 m/s (-4.42%) UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%) SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%) PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%) VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%) AK-205: Decreased from 737 m/s to 708 m/s (-3.93%) KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%) RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%) KV9: Increased from 348 m/s to 362 m/s (+4.02%) RECOIL CONSISTENCY CHANGES: We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics. Recoil Variation Adjustments: TR-7: Decreased from 47.1° to 40.8° (-13.4%) AK4D: Decreased from 25.4° to 20.0° (-21.3%) NVO-228E: Decreased from 36.8° to 28.9° (-21.5%) VCR-2: Decreased from 64.9° to 50.3° (-22.5%) M433: Decreased from 50.9° to 41.4° (-18.7%) M16A4: Decreased from 46.4° to 37.5° (-19.2%) B36A4: Decreased from 37.4° to 28.0° (-25.1%) L85A3: Decreased from 29.4° to 22.8° (-22.4%) SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%) KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%) M417A2: Decreased from 19.8° to 15.4° (-22.2%) SG 553R: Decreased from 43.3° to 35.8° (-17.3%) SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%) M277: Decreased from 39.4° to 34.4° (-12.7%) M4A1: Decreased from 37.9° to 30.7° (-19.0%) GRT-BC: Decreased from 31.2° to 26.1° (-16.3%) QBZ-192: Decreased from 23.5° to 19.9° (-15.3%) AK-205: Decreased from 7.8° to 7.4° (-5.1%) RPKM: Decreased from 22.7° to 17.5° (-22.9%) DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%) KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%) RPK-74M: Decreased from 18.9° to 16.1° (-14.8%) M121 A2: Decreased from 39.5° to 31.8° (-19.5%) M240L: Decreased from 41.8° to 34.5° (-17.5%) M/60: Decreased from 38.8° to 29.9° (-22.9%) M250: Decreased from 39.7° to 35.9° (-9.6%) M123K: Decreased from 55.9° to 47.7° (-14.7%) L110: Decreased from 39.4° to 31.0° (-21.3%) SCW-10: Decreased from 35.0° to 33.5° (-4.3%) UMG-40: Decreased from 17.4° to 13.0° (-25.3%) KV9: Decreased from 57.6° to 50.0° (-13.2%) CZ3A1: Decreased from 59.1° to 50.8° (-14.0%) SGX: Decreased from 39.8° to 31.7° (-20.4%) PW5A3: Decreased from 33.2° to 28.3° (-14.8%) PP-19: Decreased from 21.4° to 18.0° (-15.9%) SL9: Decreased from 16.2° to 13.0° (-19.8%) USG-90: Decreased from 42.8° to 35.5° (-17.1%) PW7A2: Decreased from 33.3° to 27.8° (-16.5%) VZ. 61: Decreased from 20.8° to 18.4° (-11.5%) Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill. Damage Multipliers To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms. This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso. In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight. To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments. Automatic Weapons Damage Multipliers: Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x Stomach: Decreased from 1x to 0.84x Limbs: Decreased from 1x to 0.84x DMRs Damage Multipliers: Head: Unchanged (1.34x, 1.5x, 1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x Stomach: Decreased from 1x to 0.91x Limbs: Decreased from 1x to 0.91x Sniper Rifles Damage Multipliers: Head: Unchanged (1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x Stomach: Decreased from 0.8x to 0.67x Limbs: Decreased from 0.8x to 0.67x Weapon Dispersion Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery. Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges. Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth. On average, dispersion growth has increased by 14%. Weapons with the highest damage output can receive up to a 22% dispersion increase. Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms. MAPS & MODES: Capture points can now be pinged correctly. M-COM “Destroyed Support” events now trigger correctly. Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill. Obliteration Bomb objectives no longer become trapped under debris piles. Obliteration now backfills with Bots to populate the server and meet game start criteria. Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo. Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby. Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress. Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active. Updated the Automated Anti-Air range to be consistent across all maps. Water no longer flickers when viewed from a distance. PROGRESSION: Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen. Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective. UI & HUD: “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open. Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play. Air vehicle icons now remain visible when aircraft are at a higher altitude than the player. An Event tab has been added, making it easier to explore event content, track progress, and earn rewards. Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position. Battle Pass items now remain correctly framed within the menu. Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time. BF Pro challenges can now be tracked as intended. Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud. Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations. Combat areas for flying vehicles now appear correctly when viewed on the Big Map. Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort. Cosmetic items now display the correct icons and artwork more reliably. Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed. Deploy Screen camera no longer shifts unpredictably when attempting to centre. Distance limits for displaying nearby medics while downed have been adjusted to 50m. Enemy icons now appear correctly on the Big Map. Free Mode Trial tiles now keep their Trial tags after a menu refresh. Gadgets and melee weapons now appear correctly framed within the Loadouts menu. Hit indicators no longer appear before a spectated player is seen damaging another player. Obliteration game mode name now appears correctly in its Custom Search description title. Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context. Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S. Profile tabs now display hover visuals when hovered and focus visuals when focused. Purchased Battle Pass tier items no longer appear incorrectly locked. Revive icon opacity for friendlies now applies correctly when zooming. Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu. Spotted notifications now continue to appear correctly after a player’s first death. Sprays now appear correctly in Store bundle previews. The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence. The “Getting Revived by” UI text no longer appears compressed. The crosshair no longer moves unintentionally when swapping weapons while sprinting. The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages. The pre-game lobby now displays the player’s selected Training Path. The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match. Weapon Charm thumbnails now display with the correct orientation. World icons no longer use the “When Zooming” opacity setting while not zooming. SETTINGS: Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive. Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight. PORTAL: “Core_Stinger_RankUp” music now triggers more reliably and as intended. “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3. “mod.SetPlayerMaxHealth()” error logs now display the correct value. “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences. Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions. AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn. Custom Bazaar has been added to the Spatial Editor. Free Camera has been updated with a new control system. M-COM functionality and Bomb asset have been added to Obliteration. Operation Metro community map has been added to the SDK. Physics Impulse now includes an example and a Readme file. Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area. Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle. Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time. Screen Effects now support Freeze Max amounts above 200. Sound Effect feedback now plays when joining a match through the Portal Server Browser. Text formatting now appears consistently in the Portal Server Browser. The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects. The Rules Editor now updates correctly after importing a Blockly JSON file. The Train on Railway to Golmud now only loads the variant requested by the experience creator. Third-person camera collision and positioning have been improved. Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs. Vehicle Resupply Station has been added to the SDK. Verified modes have been added for Squad Deathmatch and Team Deathmatch. AUDIO: Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle. Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue. Defibrillator charge replenishment now has unique sound effects. Focus sound now plays correctly on the “Select Character” button when using a controller. Foley audio no longer cuts off when stopping movement. Land vehicle Doppler and pass-by audio has been improved. Lopez voice lines no longer reference tanks when other enemy vehicles are present. Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby. Navigation sound effects now play correctly when viewing player profiles through the Social menu. Obliteration urgency music now plays correctly when a match ends by time limit. Small concrete buildings now provide improved destruction audio feedback. Small vehicle wreck fire audio now has improved spatialisation. Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality. Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession. Sound effect feedback now plays when joining a match through the Portal Server Browser. The Defibrillator reload animations now include new audio. Vehicles no longer randomly play low-health sounds when they should not. Weapon-to-shoulder movement now has added audio when stopping a sprint. Wooden surfaces now play the correct sounds when destroyed by a melee weapon. AI: Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar. Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar. Bots can now use boost when driving cars and tanks. Bots now recognise parked vehicles as obstacles. Bots now turn more effectively at speed when driving cars and tanks. Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars. REDSEC PLAYER: Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play. Ammo and armour plates can now be automatically looted when placed on certain couches. Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled. Corrected an issue where ammo and armour plates sometimes had to be manually picked up. Corrected an issue where weapon drops sometimes were empty. Improved infantry armour animations during stance transitions, including entering and exiting prone. Players no longer get stuck interacting with the Antenna during the Signal Decryption mission. Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning. Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying. Second Chance fade transitions are now snappier and better hide redeploy transitions. Second Chance messages now appear with improved timing and added animations. Second Chance redeployment and spectating no longer result in a black screen. Second Chance respawn sequences now play at the player’s upcoming spawn location. Squads redeploying through Second Chance after a squad wipe now spawn together more reliably. Teams redeploying through Second Chance now redeploy together more reliably. The “Tank Hunter” mission can now be attempted more than once per match. Thermite Charges can no longer be picked up after sabotaging armoured vehicles. CALL-INS: Updated airstrike call-ins to correctly display their replenishment state before being equipped. Updated the Missile Strike Package inventory display to show the correct number of uses to the player. GADGETS: Grenade Launchers and explosives can no longer open Safes in Battle Royale. MAP: Lighting has been improved to address visual glitches across the Downtown area. Psygas now appears as intended in the Downtown layout in Gauntlet. REDSEC missions have been removed from the “Defense Testing Complex 3” area. The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area. UI & HUD: Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale. Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open. PP-19 loot and upgrade feed entries now display the correct SMG icon. The Compass UI now correctly shows the presence of shooting enemies in Battle Royale. Updated several Contract and Counter Mission icons. COMPETITIVE: Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards. Ranked screen season visuals now show the active game mode and no longer display the arbitrary year. Several Ranked Camo cosmetics have been moved to categories that better fit their style. The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”. Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1. 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 on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.139Views2likes3Comments[BFComms] Battlefield 6 Game Update 1.3.3.0 is now live on all platforms!
Gameplay improvements, gunplay updates, vehicle tuning, netcode improvements, and further polish across Battlefield 6 and REDSEC are available now. Starting at 12:00 UTC, players can jump into the full 1.3.3.0 content drop, with new event objectives, new mode experiences, and more reasons to squad up across Battlefield 6 and REDSEC. Read the full Update Notes here: BATTLEFIELD 6 GAME UPDATE 1.3.3.0 See you on the Battlefield.78Views0likes6CommentsBattlefield 6 - 2026 Roadmap: Seasons 3–5, Community Features, and More
Hey everyone, Battlefield Studios has shared the Battlefield 2026 Roadmap, giving us a look at the free updates planned across Battlefield 6 and the free-to-play REDSEC experience this year. The focus is clear: larger-scale battles, returning fan-favourite locations, more ways to play, and continued work on the features and improvements the community has been asking for. Here’s the quick breakdown: Season 3 (May) Railway to Golmud, Battlefield 6’s largest map yet Cairo Bazaar, an updated take on Grand Bazaar Ranked Play and Solos for Battle Royale New weapons, modes, and more Season 4 (July) Tsuru Reef and the return of Wake Island Naval Warfare, including carriers with operational flight decks, new naval vehicles, and a dynamic wave system Custom Lobbies and Spectator Mode More new weapons, modes, and updates Season 5 (Fall) Three new maps to close out 2026 More details will be revealed later Also coming in 2026 Proximity Chat, Platoons, a Server Browser with Persistent Servers, and Multiplayer Leaderboards Ongoing combat tuning, soldier visibility improvements, matchmaking updates, and changes to challenges and progression Map reworks for New Sobek City and Blackwell Fields based on community feedback Continued Community Updates with detailed patch notes, anti-cheat reports, developer commentary, and more Ongoing Battlefield Labs testing for new maps, modes, and future content There’s a lot here, and it’s clear the team is aiming to grow Battlefield with both new content and the kinds of improvements players have been calling for. For the full story, check out the official roadmap here: https://www.ea.com/games/battlefield/battlefield-6/seasons/battlefield-2026-roadmap What part of the roadmap are you most looking forward to?4.8KViews11likes23CommentsBattlefield 6 - Anticheat Metrics - May
Hey Soldier, May was the end of Season 2 and start of Season 3, and with it came ranked play to Battlefield 6. In our previous April update, May was starting at 4.68% but has now settled to 4.81%. Refer to our January update, where we discussed how MIR updates to understand these shifts in more detail. We’ve previously covered that, leading up to Season 3 launch, we were working on new detections and features and holding onto them to go live with its launch to maximize their impact. And you can see that reflected below in the MIR over the month of May. You can also see when cheat developers started to pivot to new techniques and create new circumventions we are presently warring with, specifically around spoofing or emulating compliance with the TPM 2.0 requirement. These were not new techniques, and while we were aware of them and monitoring their uses, we had allowed them originally due to some reported difficulties encountered by legitimate players. These were originally not at fault of their own, but due to the features' implementation on specific motherboards by their manufacturers. We had already been working with motherboard manufacturers that hadn’t implemented the feature completely since launch to fix those issues, and all presently known issues are now resolved. So in light of this recent pivot, we are removing those allowances and will enforce full TPM 2.0 compliance and want to be transparent about this decision. This change will affect ~1.24% of currently active accounts, and we’ve confirmed that the majority are using these techniques maliciously to circumvent anticheat checks and requirements. But we know there are still some legitimate players in the mix who still need to update their BIOS to get the fixes made by their motherboard manufacturers. So we will be publishing articles as well as enabling pop-up warnings by the anticheat to give direction to those users before we flip the switch, and while we are not giving a specific date just yet, it’s going to be soon. May: Results & Impact Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against. In May, MIR started at 4.81%. This continued on a slow increase till peaking at 5.61% on the 11th. We had been holding back on several new features we’ve talked about in our Season 3 Update, and turned everything on right as Ranked landed on the 12th. These worked very well, and you can see that they pushed MIR down to a low of 3.14% on the 19th. This was when we observed the majority of cheat developers switching over to spoofing or emulating TPM compliance, as discussed above. Presently, this has allowed them to get around some of these new features. Since then, MIR has slowly climbed through the end of May, when it was at 5.09% as of writing this update. Through May, EA Javelin Anti-Cheat prevented 218,695 attempts to cheat or tamper with the game before they could impact matches. This increase was most likely due to the increased activity of cheat developers and cheaters attempting to compromise ranked matches. We are presently still tracking a total of 110 (+11) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 101 (+10) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91.81%). Keep it fair out there - see you on the Battlefield. BF_SledgeHammer35Views2likes1CommentBATTLEFIELD 6 GAME UPDATE 1.3.2.0
Game Update 1.3.2.0 arrives on June 9, bringing the Explosive Charge Event to Battlefield 6 alongside new content and improvements, including Cairo Bazaar, the return of Obliteration, the PP-19 SMG, the Handheld Jammer Recon gadget, and a new Battle Pass Bonus Path. At 09:00 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, all content in this update goes live, with Cairo Bazaar, Obliteration, the Explosive Charge Event, new rewards, and new hardware becoming available. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, Battle Royale, Gauntlet, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Explosive Charge Event High explosives have been set. Prepare for the blast with the Explosive Charge Event, a limited-time event built around destruction, momentum, and all-out chaos. Every push, pickup, and detonation brings squads closer to pure obliteration. New Map Cairo Bazaar: A lively marketplace in the heart of Cairo enters the fight in Game Update 1.3.2.0. Packed with tight alleys, dense streets, and tactical opportunities for high-intensity close-quarters combat, Cairo Bazaar opens from a crowded market into a small city where vehicles patrol the roads and houses line the combat space. On Cairo Bazaar, every squad becomes a merchant of destruction. New Mode Obliteration: The iconic Battlefield mode returns with a new evolution. In Obliteration, PAX and NATO fight to control neutral bombs placed across the map and use them to destroy enemy M-COMs. Both sides must risk everything to secure the bomb, escort the carrier, reach the detonation site, and obliterate the enemy. New Weapon PP-19: An iconic Battlefield SMG is reborn. Built from a unique predecessor, the PP-19 delivers a modest but dependable close-range option, while still being able to tap into its helical, high-capacity roots through select modifications. New Recon Gadget Handheld Jammer: Jam the enemy signal with the Handheld Jammer, a new Recon gadget that disrupts nearby smart and electronic devices for a short period of time. Battle Royale Solos Battle Royale Solos returns with updates shaped by feedback from its Battlefield Labs live test. Player count has been reduced from 100 to 80, early ring speed has been increased to keep matches moving, and Main Battle Tanks and Infantry Fighting Vehicles have been removed to create a more balanced experience for players fighting alone. New Attachments Cryo: Cryogenically-treated barrel that enables a quick transition to aim down sights (ADS) and improves accuracy during sustained fire. 00 Buck: Standard-penetration shotgun ammunition with increased range and damage per pellet, but fewer pellets per shot. Battlefield 6 Free Trial From June 9-15, Battlefield 6 will be free to play for a limited time. Jump into 5 modes across 4 maps, squad up, and experience ultimate all-out warfare with new maps, new modes, new weapons, and the chance to create your next legendary Only in Battlefield moment. Major Updates for New Content Arrives: The Explosive Charge Event arrives alongside Cairo Bazaar, Obliteration, the PP-19, the Handheld Jammer, and a new Battle Pass Bonus Path that expands the rewards available during the event. Obliteration Returns: The classic Battlefield mode is back with neutral bombs, enemy M-COMs, and intense squad-driven pushes where both teams fight to secure, escort, and detonate the objective. Battle Royale and Gauntlet Improvements: Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring have all been updated for a smoother match flow. Weapons and Attachments Receive a Broad Polish Pass: Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews have all seen further consistency and usability improvements. Gadgets Receive Further Tuning: LWCMS Portable Mortar, M18 Claymores, MAS 148 Glaive, XFGM-6D Recon Drone, CSB IV EOD Bot, LTLM II PLD, Repair Tool, C-4 Explosives, and missile guidance have all been adjusted to improve reliability, scoring, placement behaviour, and counterplay. UI, HUD and Front-End Improvements: End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, “New” Markers, Player Cards, and menu animations have all been updated to improve clarity and presentation. Portal, Audio, Vehicles and Map Enhancements: Portal gains new SDK support, creator tools, Cairo Bazaar for Verified Portal Modes, and Golmud Railway assets, while audio, vehicle behaviour, spawn points, lighting, and map-specific issues receive further polish as well as an updated Custom Conquest Template from ViperStudiosAndy. CHANGELOG PLAYER: Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage. Logistics Expert in the “Support Fire” Support Training Path now applies to Grenade Launchers as well. Teammates being revived now detach properly if they are killed during Drag and Revive. Cancelling Drag and Revive by switching weapons no longer sends the downed player flying. Death animation behaviour has been improved to reduce cases where soldiers travel further behind cover than intended after being eliminated. Death animation impulse is now more consistent across 30Hz and 60Hz experiences. Death animation selection is now more stable, reducing cases where soldiers begin moving in one direction before being corrected in another direction after being eliminated. Deploying on a friendly player no longer causes the screen to remain fully black in some rare cases. Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby. Health state feedback now reacts faster when transitioning between states, such as from alive to Man Down. Hit effect prediction has been improved to better align blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter. Lethal damage now transitions soldiers into their death state more consistently. Lower body rotation now behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud. Soldiers are no longer pushed away when jumping into a ceiling. Soldier blood impact effects have been improved for better visibility. Soldier legs now face the correct direction when turning during Combat Dive. Soldier visibility filtering now activates reliably after respawning. Soldier visibility filtering has received a broader pass to improve readability across varied combat environments, including reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog. Spotting and pinging are now more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke. VEHICLES: Dev note: We’re making the Radar System passive for the Attack Helicopter an innate ability, equipped by default on all Attack Helicopters. To replace it in the passive equipment slot, we’re adding the new Thermal Optics passive, which adds a thermal camera to the gunner seat that is activated when you zoom. This aids gunners with target acquisition and provides a dedicated passive option for pilots who want to focus primarily on their gunner, rather than their rockets. We’re also introducing two new rocket types for the mobile anti-air in order to improve its flexibility and skill expression. Air vehicle radar and minimap range have been expanded when radar is available. All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks. Ground transports, excluding bikes, now support crawl speed functionality when using keyboard input, similar to tanks. Increased the Anti-Personnel Shell pellet count for the MBT from 16 to 32. Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Laser-Guided AA Missiles. Naming for the PAX Scout Helicopter has been updated to display its correct name, MH-350. The Attack Helicopter Radar System is now innate, and Thermal Optics have been added The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons. ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines. New secondary weapon options for Mobile Anti-Air High Velocity Rockets have extremely limited guidance, but are fired rapidly with a higher velocity than other rockets. They require good aim to be effective, but have a higher potential damage output than other options. Aim Guided Anti-Air Missiles carry smaller payloads than the aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability. GADGETS: Dev note: In Season 2, we reduced the velocity and acceleration of the RPG-7V2 in order to make it require more skill in order to hit aircraft with it. This change has been broadly successful, but the trajectory of the projectile could feel unintuitive to players, often causing them to miss at closer ranges. Based on that, we reworked the RPG projectile trajectory and changed the zeroing range. C-4 detonations triggered with a Drone now award XP. Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability. CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM. CSB IV EOD Bot mines no longer clip into terrain. Defibrillators now show their charging animation correctly to other players in third-person. Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP. Enemy gadgets destroyed with the Repair Tool now award score as intended. Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed. Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were. M18A1 AP Mines no longer damages downed players in Multiplayer. M18A1 AP Mines trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage. MAS 148 Glaive missile guidance is now more reliable, including improved tracking at low altitudes. If a missile loses tracking, such as after countermeasures are used, it will now continue towards the target’s last known position. Reworked the trajectory of the RPG-7V2 Projectile. Zeroing range reduced from 100m to 22m. The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom. The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight. TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving. Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air. LWCMS Portable Mortar Dev Note: Since the start of Season 3, we’ve continued to monitor the Portable Mortar and how it performs in stationary playstyles. With this update, we’re further increasing the risk of staying deployed in one location for too long, making it more important to reposition between volleys and avoid return fire from enemy players. So, make sure to pack up and move before the enemy returns fire. Health has been reduced from 250 to 50. Placement animations now end correctly in first and third person when placement is unsuccessful. Placement no longer causes leg desync in third person. Portable Mortar play has been adjusted to encourage more mobile deployment and repositioning. It is now easier to fire and relocate, while static placement is more vulnerable and easier to counter. Replenish time has been increased from 10s to 30s. The “Enter” prompt radius has been decreased from 1.5m to 1m. The “Pick Up” prompt radius has been increased from 1.5m minimum to 1m minimum. The Portable Mortar and Missile Intercept System can no longer be equipped together. The Portable Mortar and Missile Intercept System can no longer be placed near each other. WEAPONS: Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered. Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes, ensuring the attachment has the intended impact on weapon performance. Corrected a typo in the LMR27 weapon description. Corrected an issue where unlocked attachment slots could appear locked in the customisation screen. Extended Barrels on all weapons now cost 5 points, reduced from 15 points, and no longer provide an aiming down sights time benefit. This change is intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options. Hand grips on M16A4 underbarrel attachments now display properly. Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115. Melee attacks now behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it. P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload. RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads. SS26 aim position has been improved so shots and hit indicators align correctly with the front sight. Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players. Tac-Light Hip description text has been updated for the RPK-74M and L115. The USG-90 alignment has been updated so that it is now centered correctly in the character’s hands on the Character Customisation screen. Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view. Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2. MAPS & MODES: Explosive gas cylinders now behave as intended on Railway to Golmud. In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup. Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base. Out-of-bounds access using the Assault Ladder has been closed on Hagental Base. Spawn protection has been expanded on Operation Firestorm to help reduce enemy aircraft pressure near player deployment areas. Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling. UI & HUD: Dev Note: With Update 1.3.2.0, we’re making an initial adjustment to how “New” Markers appear in the Play menu. These markers should now reappear less often on tiles that you have already viewed, helping reduce unnecessary visual noise when moving through the menu. This is a first step toward improving the overall marker experience. We know repeated “New” Markers have been frustrating, especially when they return to content you have already seen. We’re working on broader improvements for future seasons to significantly reduce how often this happens, and we’re also planning to add a quicker way to clear markers in an upcoming update. As always, we’ll continue monitoring feedback after release and will keep refining this system to make navigation feel clearer and less disruptive. Accepting the Voice Chat disclaimer while offline no longer triggers error messages. Attack and Defend orders can now be cleared when using the ping clear input from the map. Battle Pass and Store weapon previews now remain centred in their respective menus. Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options. Captured points now appear correctly in the top HUD. Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu. Challenges widget now stays within the Pause menu screen boundaries. Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000. Damaging sniper decoys now show hit indicators, helping reinforce the illusion of hitting a real soldier. Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession. Dead players no longer block danger pings or spots. Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike. Focused offers in the Store menu now display the appropriate offer tag icons. Front-end animations have been added for Loadout, Customisation, and Store menus. Golf Cart now has its own world icon instead of using a generic car icon. Headshot hit indicators now display correctly when breaking an enemy player’s armour with a headshot. Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations. Increased the height of the minimap camera from 400m to 700m for aircraft, expanding their range of view. Level 3 “Tracker” description on the Hazmat Breacher Training Path has been updated to better communicate its effective range. Loadouts menu text layout has been improved to prevent overlap. M16A4 Precision stats now display more accurately and no longer show as 0 in some cases. M320A1 SMK Smoke gadget sight UI icon alignment has been improved. Neutral vehicles in team HQs no longer appear twice on the deploy screen. “New” Markers in the Play menu now reappear on previously viewed tiles less frequently. Options section navigation button styling now matches Profile → Stats. Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar. Player Card icons now display correctly on the End of Round screen. Quick customisation icons on the deploy screen have been improved for better legibility. Soldier ordering within the “Strix Raiders” and “Task Force Vector” units has been adjusted to better align with their visual class. Players with these soldiers equipped may see them move to their updated class after the update. Spectating a soldier who is remote-controlling an CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera. Spotted enemies now display more reliably when many enemy icons are visible on screen. The “Devastating Impact” Field Upgrade description now lists the correct value of 25% (instead of 50%). The Big Map and deploy map now support rendering underground areas. The Campaign installation status text now displays your install status correctly. The Challenges End of Round tab now populates correctly after spectating someone. The Dog Tags menu no longer shows the “GO TO STORE” button when it is not applicable. The pre-round header is now hidden when viewing class details to prevent text overlap with the map name. “Top Squad” presentation has been improved and now displays correctly at the End of Round screen. Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu. Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience. YOU vs FOE score now counts Bots correctly. SETTINGS: Some changes have been made to improve the consistency and responsiveness of input, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming. The “Deadzone” menu no longer appears unexpectedly after restarting the game. The description for 3D Audio settings has been updated to be more accurate. The “Headphone Width” option description has received a minor spelling correction. Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu. PORTAL: Disclaimer: With this update, some changes may affect existing scripts. After the update goes live, we recommend that players review and test their scripts to ensure everything continues to work as expected. AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings. Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits. Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background. Cairo Bazaar has been added for Verified Portal Modes. Disabled HQs no longer appear on the map. Railway to Golmud assets have been added to the SDK for Portal Custom Experiences. Importing an experience now refreshes the Blockly editor correctly. In-game World Icons are now easier to read, with the default icon size set to 64. MoveObjectOverTime now preserves scaled object visuals properly. Collision volume size was already maintained, and visuals will no longer scale back down to 1. Optimised images on Portal web to improve performance. Portal Action “SetMCOMOwner” now only allows Defenders to defuse the bomb as intended. Portal creators can now reduce one team’s player count to 0 in Custom experiences. Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events. Resolved a delay in updating the amplitude of SFX when using mod.PlaySound() Save messaging is now more consistent and accurate. Script Converter now includes a reminder message to help prevent unintended changes during conversion. SDK documentation now includes the music system in the gameplay logic section. SDK Godot version has been updated from 4.4.1 to 4.6.1. Spawning an object with scale set to 0 no longer causes a client crash. Team-specific UI widgets now appear correctly for players who join late. The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition. This requires matching team and squad sizes. The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK. Resolved save errors that occurred when using UTF-8 characters (including emojis and symbols) in script and string attachments. ViperStudiosAndy Portal Custom Conquest Template Creator Note: When using Conquest Assault, we recommend turning off TotalControlTicketBleed. Conquest Assault disables the HQ with ObjID 2, which is the default for Team 2. In Update 1.2.3.0, HQs now appear on the map, but disabling HQs does not remove them from the map. Team 2 custom bots will stop spawning if there are no valid positions, while Backfill and Static ignore this and deploy on disabled HQs. When using Conquest Assault, we recommend using a Spatial version without Team 2 HQs to avoid this, or using Custom Bots. Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working. Air vehicles can now access the official surrounding combat area. Andy’s Custom Conquest Template has been updated in the official SDK to version 10.0. Bots now support the Conquest Assault logic. Bots will now leave vehicles if they are unable to continue driving. Complex 3 has been added, with special thanks to Mancour. Conquest Assault toggle has been added. Custom out-of-bounds logic has been kept for backward compatibility. Dirt Bikes have been added to select maps. Hagental Base has been added. New Prefab Spatial has been included, containing essentials that can be copied into any map and edited. Night Vision Goggles toggle has been added for players. Spatial maps have been updated for the new HQ and Surrounding Combat Area logic. Starting tickets per team have been added for Conquest Assault. The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas. UI no longer flashes when players join. UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear. AUDIO: New behaviours for crawl speed audio have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, as well as a finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours. Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use. Spot Ping has been updated with a more recognisable sound, and Squad Ping volume has been slightly increased. AI: Corrected an issue where bots were avoiding stationary friendly and neutral vehicles. REDSEC PLAYER: Battle Royale Solo Handler voice-over lines have received grammar improvements. Battle Royale “Evasion” and “Headhunter” missions now complete correctly when the targeted player is downed. Failing missions while targeted no longer awards XP or mission completion. Players no longer jump when accepting missions in Battle Royale. Fixed wrong loot being awarded in air drop containers as well as air drop containers containing no loot inside. GADGETS: Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands. MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground. MAP: AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably. Airdrop containers now remain stable on mild slopes, improving the looting experience. Lighting has been improved to address blown-out visuals across the Lighthouse area. Out-of-bounds access using the Assault Ladder has been closed across the map. Supply crate fall animations now play correctly without repeating. Supply drop containers now collide with vehicles as intended. Battle Royale Data Drive drops now display the intended game mode message. Insertion helicopters now maintain proper spacing during round start. Gauntlet Fast Rope insertion now spawns rope and helicopter meshes correctly. Heist Caches now spawn in their intended locations. M-COMs in Gauntlet: Wreckage can now be interacted with from all angles. Mission objects no longer cause vehicles to move when landing on them. Tank Containers now close properly when a wrecked vehicle or player is near the container. Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission’s other scoring criteria. UI & HUD: Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant. Corrected an issue where loot outlines for Safes would sometimes show the incorrect state (open vs close). Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts. End of Round Summary colours have been adjusted for Ranked Battle Royale Quads. Enemy Armour hit indicators in REDSEC are now easier to read when the enemy has low armour remaining. Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing. RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached. The minimap now displays a TRACKED indicator when the player is revealed during missions. White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened. World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop. Battle Royale Bolt Cutter pickups and drops now display their intended game mode message. End of Round sequence now preserves the Profile Menu camera correctly. Mission titles now appear correctly in the Mission Menu. Picking up the bomb in the Wreckage mission no longer briefly displays a player's name. Threat Tracker accuracy has been improved for enemy distance to mission objectives. Gauntlet Heist base outlines now appear correctly in the Underground POI layout. AUDIO: Arming a Bomb in the Demolition mission now plays the correct sound effect. Battle Royale insertion no longer triggers unintended soldier effort audio. Missile Strike call-ins in Battle Royale now use the correct voice line. The menu arrival sound no longer plays when opening the Commorose in Battle Royale. 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.633Views4likes3CommentsBattlefield 6 - Anticheat Metrics - April
Hey Soldier, Looks like this one is coming in late, seems it got lost in transit to you out here on the front lines. April marked the later half of Season 2 and we continued with our strategy focusing on building up new features and detections for Season 3 as the ecosystem evolved. We did release a few sets of targeted detections against specific cheats as MIR neared 5% but were still focused on building up new detections and finishing features to go live with Season 3. The result was a still fairly stable MIR but at a higher level than the prior month overall. In our previous update we were seeing April starting at 2.97% but has now settled to 2.39%. Refer to our January update where we discussed how MIR updates automatically to reflect those developments as they occur to effectively shift alongside the evolving threat landscape and maintain an accurate view of how many matches were highly likely to have been impacted by at least one cheater. April: Results & Impact Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against. In April, MIR started at 2.39%. This continued on a slow increase till peaking at 4.95% on the 19th. There was some decline after this due to some shifts in the cheat dev landscape but began to increase again near the end of April, eventually ending at 4.68% as of this update. Through April, EA Javelin Anti-Cheat prevented 168,568 attempts to cheat or tamper with the game before they could impact matches. Previously we called out that 116 of the 226 threats we track have been offline long enough to not be considered inactive or have given up, and as such are not included in our active threat count. We are presently tracking a total of 99 active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 91 are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91%). Keep it fair out there - see you on the Battlefield.83Views2likes1Comment[BFComms] BR Initiation Temporarily Removed
We've temporarily removed BR Initiation from live playlists while we investigate a potential server issue that may cause players to get stuck in matchmaking or return to the main menu. Thanks for your patience while we work on a resolution.5.3KViews8likes78Comments[BFComms] Obliteration XP update
To bring Obliteration closer to other modes in Battlefield 6, we have added passive Hardware Mastery XP to Obliteration. Additionally, we have increased the Match Bonus XP for the mode, too. These changes will also be applied to Tactical Obliteration.18Views0likes0Comments[BFComms] Game Crash when launching on AMD systems
We are investigating reports from players with AMD graphics card systems who crash when starting Battlefield 6. This does not seem to affect all players, and we are currently working to reproduce the issue internally to determine the next steps. Some players have stated that Adrenalin 26.5.2 does not cause this issue. You can try performing a clean driver install, as outlined in our support article here: https://help.ea.com/en/articles/technical-issues/pc-graphics-troubleshooting/ For additional tech support, feel free to visit the Battlefield 6 forums: https://forums.ea.com/category/battlefield-6-en/discussions/battlefield-6-technical-issues-en22Views0likes0Comments[BFComms] Strikepoint disabled
We have received reports that Strikepoint is currently encountering several issues, causing the mode to be unstable. While we're investigating what is causing this, we have decided to turn the mode off, as player feedback is indicating that the mode balance is negatively impacting their game experience. We will bring Strikepoint back as soon as we have a resolution. We apologize for the inconvenience and will provide an update as soon as possible.199Views4likes4Comments