[BF Comms] Ranked Battle Royale - Known Issues
Today, we are launching our Ranked experience for Battle Royale with the start of Season 3. Ranked Battle Royale will be a Battlefield Labs in Live experience, as we look to refine the competitive Battlefield vision before the eventual launch of the Elite Series. “In Live” means that this is a work-in-progress feature that we’re building in the live version of Battlefield 6 and REDSEC with our community. As we continue to work on this feature, there are a few known issues to be aware of when climbing the ranks. These are currently scheduled to be fixed with Phase 2 of Season 3 ("Blastpoint" on June 9). Known Issues: Placement RP information in the Rules & Points menu is incorrect. Rank 6 correctly shows 30 Placement RP, Ranks 7-10 incorrectly show 30 Placement RP, but will give 20 Placement RP instead. Rank 15 incorrectly shows 10 Placement RP, but will give 0 Placement RP instead. The "RP until next rank", which is displayed at the end of round screen, shows incorrect values after losing RP. You will be able to see the correct value in your profile screen. The "Your Kills" and "Squad Kills Confirmed" stats at the end of round screen will show incorrect numbers if your squad is wiped right after you wiped another squad. We’re very excited for you to jump into the ranked system we’ve been working on for Battle Royale Quads and Battlefield Labs in Live will help us improve the systems and experience. Your thoughts and feedback are very important for the team, and we'll be reading your comments across our social media channels and our official Discord server. 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.18Views1like0Comments[BFComms] BATTLEFIELD 6 GAME UPDATE 1.3.1.0 Now Live!
Game Update 1.3.1.0 is available now, bringing a wide range of gameplay improvements, fixes, and Season 3 Challenges to Battlefield 6. At 12:00 UTC, Warlords: Supremacy goes live, kicking off Season 3 with Railway to Golmud, Ranked Battle Royale Quads, new weapons, and a new Battle Pass. NEW CONTENT: SEASON 3 New Map: Railway to Golmud. Battlefield 6’s biggest map yet, built for large-scale warfare across multiple combat styles. Ranked Battle Royale Quads: Squad up, climb the ranks in REDSEC, earn permanent rewards, and compete your way from Rookie to the Elite 250 leaderboard. New Weapons and Battle Pass: Season 3 introduces new weapons to master alongside a new Battle Pass packed with rewards, unlocks, and progression throughout the season. Gameplay Improvements: Vehicles, gadgets, weapons, netcode, UI, audio, AI, Portal, and core gameplay have all received a wide range of updates in this release. Read the full Update Notes here: BATTLEFIELD 6 GAME UPDATE 1.3.1.0 See you on the Battlefield.19Views2likes0Comments[INFO] How to find your 5.11 Tactical Items after code redemption.
There are 2 codes for 5.11 Tactical items, 1 code is for the Engineer Skin while the other is for the player card. To receive both items you must redeem both codes. If you have redeemed the 5.11 Tactical promotional codes and still don't see your items in game please follow the steps below. After redeeming the code the item can take up to 2 hours to appear in game, if after 2 hours you still cannot see the item please restart your game client. After restarting you can search for the NATO skin in "Appearance" in the Loadout menu. (If you are unable to find this menu you can follow the steps here Once the items have been granted in game you will also receive a message in the in game inbox.1.6KViews3likes13CommentsBATTLEFIELD 6 GAME UPDATE 1.3.1.0
Season 3 arrives in Battlefield 6 with Game Update 1.3.1.0 on May 12, bringing new content and improvements, including Ranked Battle Royale Quads, the Railway to Golmud map, new weapons, and a new Battle Pass. At 09:00 UTC, players will be able to download the update as it goes live across all platforms and play with the latest changes. At 12:00 UTC, all content in this update goes live, with Railway to Golmud, Ranked Battle Royale, new weapons, and Battle Pass updates becoming available. Alongside the new content, this update also delivers a wide range of vehicle, gadget, AI, netcode, gameplay, UI, and audio improvements to further polish the overall Battlefield 6 experience. NEW CONTENT Season 3 begins on May 12 with Warlords: Supremacy, the opening chapter of a new three-part seasonal rollout that will unfold across the season. This marks the start of a new chapter in the Battlefield 6 conflict, as PAX Warlords push the war to a global scale and every squad is called to fight their way to the top of the combat ladder. With Battlefield 6’s biggest map yet, the arrival of Ranked Battle Royale, new weapons to master, and the return of Dagger 13 unlockable through the Season 3 Battle Pass, Warlords: Supremacy sets the tone for the battles ahead. Battle Pass Begin your reign in Season 3 with a new Battle Pass featuring 100+ tiers of rewards built for the war ahead. Unlock new hardware, weapon packages, soldier skins, XP boosts, and more as you progress from the Recruit Path through four themed paths on your road to becoming a legendary Warlord. Season 3 also brings a set of Battle Pass improvements, including updated navigation, corrected season celebrations, improved path presentation, and fixes to Battle Pass menu pricing. Battlefield Pro For players looking to unlock the full potential of the season, Battlefield Pro expands the Battle Pass experience with 25 Tier Skips, a +5% XP Booster, six instant unlocks, special Assignments, extra Challenge rerolls, an exclusive Vehicle Radio Station, access to a Bonus Path, and support for hosting up to 100 players in Portal. It is built for squads ready to go all in from day one. New Map Railway to Golmud: Battlefield 6’s largest map yet enters the fight in Season 3. This reimagining of a Battlefield classic delivers combined arms warfare at full scale, from a village in ruins and sweeping hills scarred by armor clashes, to a dense industrial site built for close-quarters combat, and a moving railway that squads must battle to control. On Railway to Golmud, infantry, ground vehicles, jets, and helicopters collide across a truly massive battlefield. New Weapons M16A4: An iconic Battlefield assault rifle joins the fight in Season 3. With fully automatic and burst-fire capabilities, plus a carry-handle option for iron sights, the M16A4 is built to perform in mid to short-mid range engagements. L115: Precision meets stopping power with the L115, a deadly bolt-action sniper rifle designed for long to very-long range combat. Compatible with multiple attachments, it rewards players who can stay calm and land the shot. RPK-74M: Built for sustained pressure at range, the RPK-74M brings controllable handling and dependable output to longer-range fights. With minimal recoil and a steadier feel than heavier alternatives, it gives Support players a strong new option for locking down the battlefield. New REDSEC Modes Ranked Battle Royale: Ranked Battle Royale Quads has arrived as the first step for competitive play in Battlefield 6, offering a new way to drop into REDSEC and compete for rank, rewards, and leaderboard status. Squad up, rise through the ranks, earn permanent rewards, and help shape the future of Ranked through BF Labs in Live. From Rookie to Master, and beyond in the Elite 250 leaderboard competition you can show off your skills and secure unique rewards. Read more here. Major Updates for 1.3.1.0 New Content Arrives: Season 3 begins with Railway to Golmud, Ranked Battle Royale Quads, new weapons, and a new Battle Pass, expanding both the scale of Battlefield 6 and the ways players can progress through the season. Competitive arrives in Battle Royale: Ranked Battle Royale Quads arrives with Season 3, supported by broader updates to mission flow, Loot Detection, Anti-Vehicle Drops, scoring, and downed-state to deliver a clearer and more consistent match experience from drop to extraction. Vehicles Receive a Major Overhaul: Land and air vehicles have gone through a broad balance and handling pass, with tracked vehicle mobility reworked, tank damage and regeneration systems updated, repair behaviour rebalanced, and a wide set of vehicle weapons retuned to make survivability, counterplay, and damage output more predictable. Read more about it in our Community Update. Gadgets Receive Further Updates: Mines, Launchers, the Portable Mortar, the Engineers Supply Crate, the Hardware Suppression System, and laser designation tools have all been updated as part of the broader vehicle pass, with a focus on making launchers more viable, giving anti-vehicle gadgets clearer roles, and improving clarity and consistency in how support gadgets behave in combat. Weapons Get a Balance and Usability Pass: Automatic weapon recoil has been adjusted to better define weapon strengths at range, shotguns receive new attachment options, the Magnifier is now available as a shared optic accessory, and multiple reload, animation, reticle, and attachment issues have been resolved to improve handling and readability as we continue to improve gunplay. Core Gameplay, Netcode, and Combat Feedback Improvements: Pinging is now faster and more consistent, hit reactions and damage indicators are clearer, drag and revive has been further polished, and multiple netcode fixes improve readability during combat without interfering with gunfight outcomes. Broader updates to UI, Audio, AI, Settings, and Portal: Seasonal Statistics have been added to the Player Profile, aircraft now receive clearer threat indicators, AI support in Strikepoint has been improved, new upscaling options have been added, and Portal continues to expand with new support, tools, and functionality updates. CHANGELOG PLAYER: Added a slight delay before entering ADS locomotion from a standstill to allow small position adjustments without affecting the reticle. Added bespoke third-person prone on back grenade throw animations. Bipoding while being pushed up against a wall is no longer cancelled automatically. Bullet impacts now leave visible decals on vehicle surfaces for improved visual feedback. Corrected an issue that would prevent Soldier Training Paths from applying properly when Quick Customize was finished. Corrected an issue where a player jumping from a moving vehicle would be seen as stuttering in third-person. Corrected an issue where bashing through doors wouldn't cancel the reload animation even after aborting the action, leading to the player being stuck in reloads. Corrected an issue where drag and revive could sometimes fail to revive a player at the end of the revive sequence. Corrected an issue where dragging and reviving would sometimes be cancelled when on uneven terrain. Corrected an issue where player movement would sometimes be jittery when holding the fire button after firing a single fire weapon. Corrected an issue where the player's ragdoll would slide away if killed after they’ve fallen. Corrected an issue where the soldier's legs could be moving while standing still on a boat. Corrected an issue where the weapon sometimes could be jittery when moving slowly in ADS while being prone. Corrected an issue where upward camera shake from bullet hits could persist longer than intended and briefly affect player aim. Corrected an issue where weapon flashlights and lasers were visible for spawning soldiers before the soldiers themselves were visible. Corrected a performance issue in the Firing Range when large numbers of bullet holes appeared on glass surfaces. Corrected an issue where iron sights could show incorrect green highlighting on squadmates’ weapons when using upscalers. Corrected an issue where magnifier attachments could partially or fully block the view while aiming down sights. Improve third-person soldier locomotion animations when moving on top of vehicles Improved ragdoll stability when bodies come to rest on moving platforms such as vehicles. Improved responsiveness and visual quality of entering ladders that start higher than the ground level. Increased the Critical Assist window from 1.5 seconds to 3 seconds. Jumping from a moving vehicle now properly inherits the velocity of the moving vehicle. Optimised bullet decal updates to improve performance when many are visible at once. Reduced memory allocation spikes during local light shadow updates. Reduced visual artifacts around players and weapons when using FSR 4 Frame Generation. Solved an exploit that allowed players to move faster while dragging and reviving another player. Updated animations from breaking when entering water under certain conditions such as combat diving, sliding and sprinting for first and third person. Weapons are now lowered while UI menus are open where firing is not possible, such as the Options menu or Commorose. Updated the Engineer Field Specialization passive skills Reduced the Devastating Impact repair reduction from -50% to -25%. Reduced the Overheat Control Vehicle weapon effect from -50% to -10%. Replaced the Vehicle Regeneration passive skill with a new Mine Sweeping skill. When learned, the Mine Sweeping passive skill will highlight mines in a 30m area around the player. Netcode Corrected animation stuttering when unmounting from bipod at an angle Corrected an issue where enemy weapons could appear sideways and not properly aligned with their actual aim direction in certain states, such as while jumping. Corrected an issue where first-person death animations would start with some delay which led to unclarity on the state of change. Corrected an issue where first-person hit reactions could play when incoming bullets missed the player and passed behind them. Corrected an issue where high latency players would not deal armor damage and not apply expected damage modifications. Corrected an issue where projectiles could fire from the wrong position height during stance transitions under poor network conditions causing bullet hits to be rejected by the server. Corrected an issue where some UI elements like the inventory would not be immediately hidden when killed Incoming damage UI indicators now animate and scale based on the amount of damage taken, improving the clarity of rapid consecutive hits and making it easier to distinguish between low and high damage. Reduced network bandwidth usage when switching state from “Alive” to “ManDown”. Taking damage while aiming down sights now triggers hit reactions that move the weapon opposite to the direction of impact, improving damage feedback without interfering with the outcome of gunfights. VEHICLES: Added previously missing "Activate Equipment Slot 1" to Transport Vehicle keybindings Camera on light ground transports now pulls further out at speed to improve driving visibility. Corrected an issue where some vehicles remained in a critical health state after being repaired, resulting in slower health regeneration than intended. Corrected an issue where the first-person HUD range finder of the tank would visually interpolate to the actual distance when switching from third- to first-person Corrected an issue where the player would be kicked off the Dirt Bike when doing a flip. Corrected an issue where vehicle wrecks would not be destructible as intended. Fixed issues where locking weapons could target vehicles while their flares were still active, resulting in a missed shot. Jets and helicopters will now have an indicator on their HUD clearly showing whether or not they are currently being protected by below radar. Angle & Zone Damage Rework The angle damage model on tanks is being simplified to improve the ability to predict the amount of incoming damage and gauge your own survivability. Additionally, the numbers have been tuned to reduce the most extreme peaks of damage, especially when firing at the rear of tanks. This will truncate the possible time to die within a smaller range. Damage to turrets always deals 75% damage. Damage to the Body of the tank always deals at least 100% damage. Hits at a favourable angle from the side of the tank will deal 150% damage. Hits at a favourable angle from the rear of the tank will deal 200% damage. Weapons no longer deal different damage values to IFV, MBT, APT & AA Vehicles. Instead, MBT health has been increased to 1200 and APT health has been reduced to 800. Reworking Regeneration Brackets The healthy portion of armored vehicles will no longer be split into brackets. The critical health bracket, which previously prevented regeneration entirely, will instead slow regeneration substantially. Regeneration delay increased from 6 seconds to 12 seconds. Regeneration now continues to full health instead of only to the next health bracket. Regeneration rate increased from roughly 5% per second to 10% per second. While in critical health, regeneration is now slowed by 80% instead of being fully disabled. Handling Changes Updated all tracked vehicles with a new transmission and steering system, delivering smoother and more responsive acceleration, tighter and more consistent turning at all speeds, a smoother steering feel, and more effective handbrake turns. Tank type vehicles are no longer immobilized by taking high damage (Anti Tank mines will still immobilize Tanks). The ground vehicle boost bar is no longer emptied when interrupting boost. Boost can now be re-applied even when the bar is recharging, except when it has been fully emptied. Turret speeds for the MBT and IFV have been modestly improved. Aiming in first-person and zoomed views in the tanks has been tuned to be faster and more responsive. Vehicle Weapons General Changes Lock-on weapons now always do consistent damage, ignoring zones and angles. Zone and angle damage is reserved for weapons which are manually aimed by players. Most land vehicle explosive weapons now have a minimum explosive damage of 20%. This does not increase lethal or total radius, but increases damage at the edges of explosive radius to make hits to kill more consistent. The Aim-Guided Missile now deals 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets. Air-to-Ground Missiles now deal 450 damage against tanks, 975 against helicopters, and 1000 against jets. M1A2 SEPv3 and Leo A4 Weapons 120mm HEAT-MP-T Rounds now deal 210-560 damage against tanks, 1360 against helicopters, and 1000 against jets. 120mm HEMP-T Rounds now deal 180-480 damage against tanks, 1180 against helicopters, and 1000 against jets. Increased the inner blast radius of 120mm HEMP-T Rounds from 2 to 2.25 meters. 120mm APFSDS Rounds now deal 282-750 damage against tanks, 600 against helicopters, and 750 against jets. Updated the M1A2 SEPv3 and Leo A4 Aim-Guided Shell to better control its effective range and overall performance, especially against aircraft. Aim-Guided Shell beam-riding offset increased from 75 to 100 meters, reducing the rate of turning response. Aim-Guided Shell engine time to live reduced from 1.25 to 1 second. Aim-Guided Shell now experiences Drag after engine cutoff. Aim-Guided Shell time to live decreased from 6 to 4 seconds. Aim-Guided Shell turning rate reduced from 12.5 to 6 degrees per second. Aim-Guided Shells now deal 235-625 damage against tanks, 700 against helicopters, and 1000 against jets. Remains lethal against soldiers within 2m. M3A3 Bradley and Strf 09 A4 IFV Weapons Increased all IFV Cannon Reload times from 2.4 to 2.75. HEI-T Rounds now deal 10-30 damage against tanks, 100 against helicopters, and 150 against jets. Decreased the IFV HE Rounds rate of fire from 200 to 180 RPM. Increased the Drag of IFV HE Rounds. AP shells now deal 23-60 damage against tanks, 100 against helicopters, and 100 against jets. Decreased the APDS Rounds magazine capacity from 12 to 10. Decreased the APDS Rounds rate of fire from 200 to 120 RPM. Increased the IFV Canister Rounds magazine capacity from 12 to 16. Increased the IFV Canister Rounds rate of fire from 200 to 240 RPM. Lock-Guided Missiles now deal 390 damage against tanks, 845 against helicopters, and 1000 against jets. Light Rockets now deal 75-200 damage against tanks, 550 against helicopters, and 700 against jets. RWS Gunner & Coax Weapons Reduced minimum damage of RWS & Coaxial LMG from 21 to 19. Reduced muzzle velocity of RWS & Coaxial LMG from 850 to 670 m/s. Extended falloff start distance of RWS & Coaxial LMG from 20 to 25 meters. Shortened falloff end distance of RWS & Coaxial LMG from 75 to 60 meters. Reduced minimum damage (75+ meters) of RWS and Coaxial HMG from 30 to 24. Reduced muzzle velocity of RWS & Coaxial HMG from 890 to 760 m/s. Reduced the maximum spread and spread gain per shot of RWS and Coaxial HMGs. Reduced the spread recovery rate of RWS and Coaxial HMGs. Reduced the reload time of the Automatic Grenade Launcher RWS Weapon from 3 to 2 seconds. Removed projectile velocity inheritance from the Automatic Grenade Launcher RWS Weapon. This will improve consistency when aiming from a moving vehicle. Helicopter Weapons Light Rockets now deal 23-60 damage against tanks, 225 against helicopters, and 330 against jets. Helicopter Light Rocket area of effect reduced from 5 to 4.75 meters. Aim-Guided Rockets now deal 50-132 damage against tanks, 320 against helicopters, and 460 against jets. Helicopter Smart Rocket area of effect reduced from 5 to 4.75 meters. Heavy Rockets now deal 94-250 damage against tanks, 300 against helicopters, and 450 against jets. Helicopter Heavy Rocket area of effect reduced from 5.5 to 5.25 meters. Attack Helicopter M41A7 TOW2 missiles maximum speed increased from 90 to 120 m/s. Ground vehicle TOW missiles remain at 90 m/s. Removed projectile velocity inheritance from Transport Helicopter side gunner seats. This removes the need to ‘lag’ shots when firing from a fast moving helicopter. Jet Weapons Attack Jet Mk82 High Drag Bombs now deal 300-400 damage against tanks, 1080 against helicopters, and 1000 against jets. Fighter Jet GBU-39/B Small Diameter Bombs now deal 410-535 damage against tanks, 1455 against helicopters, and 1000 against jets. Vehicle Equipment The Reinforced Plating Passive has been removed and replaced with Contingency Systems No longer increases the damage resistance of the vehicle. No longer increases the weight or reduces the speed of the vehicle. When at low health, accelerates the cooldown of Countermeasure equipment. Targeting Jammer passives have been improved Targeting Jammers for the IFV & Mobile AA have their locking resistance increased from 30% to 40%. Targeting Jammers for the IFV & Mobile AA no longer deactivate when firing. Targeting Jammers for IFV & Mobile AA now deactivate when laser painted. Targeting Jammers for IFV & Mobile AA now deactivate when using a lock on weapon. Targeting Jammers for IFV & Mobile AA deactivation time increased from 4.5 to 10 seconds. Counterfire Radar has been partially reworked Now passively provides short duration spotting upon receiving damage. This short spot is not shared with teammates. Can be manually activated in order to extend the duration of currently spotted targets, and share the spotting information with your teammates. When activated, spotted vehicles are also laser designated for the duration. Thermal Smoke Updates Increased active duration by 3 seconds so it now matches the visual effect duration. Now blocks the PTKM-1R Acoustic Sensor AV Mine from detecting the vehicle while active. Reduced the cooldown of the Smoke Screen from 20 to 16 seconds. The smoke will now deal moderate damage to nearby enemy infantry who remain within the cloud. This damage will also destroy C-4. While remaining inside of your thermal smoke, all hits will be registered as minimum damage hits (75% damage). General Equipment Changes The IFV no longer has the laser designator equipped by default, it now shares a slot with the Mines Countermeasures & Smoke grenades. The Mine Countermeasures, previously available only to the MBT & APT, is now available to the IFV. The Mobile Command Centre Passive, previously exclusive to the APT, is now available to the IFV. The Transport Helicopter now has the Improved Armor passive equipped by default. This functions identically to the Attack Helicopter’s version of the same passive, reducing the amount of damage taken from small arms fire. Emergency Repair now heals over time instead of healing instantly upon activation. Reduced the activation time of Projectile Intercept System from 1s to 0.6s on land vehicles. GADGETS: Added a warning indicator for the PTKM-1R Acoustic Sensor AV Mine when the submunition launches. Corrected an issue preventing the Supply Crate from resupplying soldiers inside vehicles. Corrected an issue where deploying the T-UGS would always switch players back to their Primary Weapon instead of their previously equipped item. Corrected an issue where the Incendiary Airburst could sometimes fail to properly detect and damage targets inside its burning smoke cloud. Player-controlled gadgets, including the Portable Mortar, XFMG-6D Recon Drone, LTLM II Laser Designator, and the CSB IV EOD Bot, now only begin resupplying once the deployed gadget has been destroyed. PTKM-1R Acoustic Mines and M15 AV Mines no longer trigger for Light Transport or Personal Transport vehicles. Tuned the M18A1 Claymore detection arc to better match the visible laser beams. Updated C-4 packs so they now deal 350 damage against tanks, 350 against helicopters, and 1000 against jets. Updated the M136 AT so they now deal 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets. Updated the Engineers Supply Crate so it no longer has limited supply charges in standard Multiplayer, allowing it to resupply nearby vehicles indefinitely. Updated the M18A1 Claymore fragmentation base close range damage from 65 to 50. Damage drop-off now starts at the edge of the detection arc. Updated the Portable Mortar’s shot dispersion so it is no longer perfectly accurate at maximum range, with shorter-range bombardments now becoming much more accurate than longer-range bombardments once fully zeroed. Updated the PTKM-1R Acoustic Mine so it now deals 480 damage against tanks. Updated the RPG so it now deals 173-460 damage against tanks, 1035 against helicopters, and 1000 against jets. M15 AV Mine Damage against tanks has been updated to 390. Deployment is now only blocked inside enemy HQs. Increased the maximum number of mines that can be placed from 6 to 9. Mines no longer despawns 3 minutes after its owner dies. Now displays a warning when players attempt to place it in out-of-bounds areas. Mines now glint at close range to help distinguish it from level props and debris. SLM-93A Base lock-on range has been reduced from 650 to 550 metres. Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets. Maximum missile speed has been reduced from 540 to 480 m/s. 9K93 IGLA Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets. Lock-on time has been reduced from 1.2 to 1 second. Maximum missile speed has been reduced from 640 to 480 m/s. Missile acceleration has been increased from 65 to 100 m/s. M4A1 SLAM Can now be triggered regardless of vehicle movement speed. Damage against tanks has been updated to range between 199-363. Now triggers a warning when players attempt to place it in out-of-bounds areas. The mine now has a short arming delay before becoming active after placement. MBT-LAW Damage against vehicles has been updated to 240 against tanks, 520 against helicopters, and 800 against jets. Initial missile speed has been increased from 30 to 100 m/s. Maximum missile speed has been increased from 75 to 300 m/s. Missile acceleration has been increased from 50 to 100 m/s. MAS 148 Glaive Updated the damage so it now deals 465 damage against tanks, 1007.5 against helicopters, and 1000 against jets. Reduced the locking time from 1.8 to 1.4 seconds. Increased maximum missile speed from 60 to 70 m/s. Increased starting ammunition from 2 to 3. LTLM II Laser Designator Effect duration has been reduced from 20 to 9 seconds for both soldier and vehicle designators. Laser Designator no longer reduces lock-on time for anti-air missiles. Gadget now provides a consistent 20% increase to lock-on range across all locking weapons. This also applies to vehicle-mounted laser designators. CSB IV EOD Bot Mine Layer damage against tanks has been updated to 300. Mine Layer no longer triggers on Light Transport or Personal Transport vehicles. Mine Layer now glints at close range to help distinguish it from level props and debris. Mine Layer stacking prevention radius has been increased from 1.5m to 5m. The EOD Bot now self-destructs when its out-of-bounds timer expires, when control ends while out of bounds, or when pushed out of bounds. Hardware Suppression System Tweaked targeting behaviour so it can no longer target enemy gadgets through walls at long range, though limited wall penetration is still possible at closer distances. Updated interception behaviour so it no longer detects or detonates grenades and M320A1 projectiles, but will still target launcher projectiles. Updated maximum range back to its original value. WEAPONS: Added a unique reload animation for the M87A1 Shotgun to prevent camera clipping and hand pose issues while aiming down sights. Added Shotgun Speedloaders as a magazine attachment to the M87A1 and M1014. Added the Magnifier as a shared optic accessory. Additionally increased recoil for the high DPS automatic weapons, reducing their long and mid range capabilities and giving them outsized opportunity costs and making other weapons more attractive to use. Adjusted the PW5A3 reload animation to reduce clipping. Adjusted the QBZ192 reload animation to reduce clipping. Corrected an issue preventing the CZ3A1 SMG from mounting to surfaces. Corrected an issue where a flash hider could remain visible on the SOR-556 Mk2 when no muzzle attachment was equipped. Corrected an issue where some secondary sights were incorrectly placed in the customization menu, leading to clipping or being positioned in such a way that they were not properly visible. Corrected an issue where the Canted Reflex was using the main sight reticle on several weapons. Corrected an issue where the character’s hands could appear misaligned in first-person when reloading the SVK-8.6 while using the Bipod. Corrected clipping issues with the M240L ammo belt when reloading with an ammo box. Improved weapon light behaviour and on/off states when used while mounted. Recoil for all automatic weapons has been slightly increased to compensate for the recoil compensation bug fixes that came out in Game Update 1.2.1.0. Weapons can no longer be mounted while actively using an underbarrel grenade launcher. This does not affect using the weapon itself with a grenade launcher attached. MAPS & MODES: Added a new Assist Confirmed score event. When a downed player is eliminated in Strikepoint, all assisting players will now receive Assist Confirmed. Corrected an issue on Manhattan Bridge where players were able to access rooftops meant to be inaccessible. Corrected floating and intersecting spawns on Mirak Valley for Breakthrough, Conquest, and Escalation. UI & HUD: Dev note: In Season 3, we’re introducing the Seasonal Stat Page, a new way to track your performance across each season. By separating seasonal stats from your lifetime totals, you can now get a clearer picture of how you performed during a specific Season of Battlefield. We know that every game mode means something different to different players. That’s why the Seasonal Stat Page not only tracks your overall seasonal performance, but also allows you to break down how you performed in each game mode. With the introduction of ranked play, it was important for us to give you a dedicated view into your competitive performance. You can now filter your seasonal stats to see how you performed in Ranked matches throughout the season. The Seasonal screen highlights your core metrics like Kills, K/D, Assists, Revives, Wins, and Time Played, alongside a new “Most Played” section that showcases the weapons, vehicles, gadgets, and roles that defined your season. Were you leading the charge as Assault? Piloting the Little Bird? Or grinding the ranks with the new Season 3 weapons? Every season tells a story. Now you can see yours. Added a new Event tab showing all event-related content. Added a new threat indicator for jets and helicopters that appears when a nearby enemy jet has your vehicle in its sights, helping pilots identify threats and take evasive action more quickly. Added a new threat indicator that highlights incoming aim-guided missiles, improving pilots’ ability to spot and react to them. Added an Air Vehicle “Below Radar” indicator on the minimap. Added input buffering to reduce accidental ping cancellations. Added names and biographies for characters and squads. Added Seasonal Statistics to the Player Profile. Corrected a missing icon for the Attacker's HQ on breakthrough during the sector transition. Corrected an issue where as an Engineer driving a tank, a request repair icon sometimes could be unintendedly visible. Corrected an issue where Battle Pass paths with fewer tiers could appear off-centre on the page. Corrected an issue where downed enemy players could remain spotted and visible on the minimap. Corrected an issue where exiting Reward Details after a purchase celebration could trigger the Quit Game pop-up. Corrected an issue where friendly request icons would not be properly visible on the minimap Corrected an issue where requesting Ammo through the Commorose would not highlight players able to provide ammo. Corrected an issue where selecting a soldier to spawn on from the deploy screen would not show their healthbar. Corrected an issue where taking damage while remotely controlling a vehicle could cause Engineers to be incorrectly highlighted as repairers. Corrected an issue where the “bleed out” timer icon for friendly downed players could freeze sometimes. Corrected an issue where the “New” marker did not disappear after highlighting a new Weapon Package. Corrected an issue where the chat window did not extend fully to the right edge of the screen when the Horizontal value was set to “100”. Corrected an issue where the jet HUD sometimes moves unexpectedly when flying the jet. Corrected an issue where the mouse cursor would not appear when EA Connect notifications were on screen. Corrected an issue where the UI could disappear while customising favourite weapons. Corrected Battle Pass celebrations so they now correctly match the current season. Corrected inconsistent pinging when attempting to ping from the driver seat of many vehicles Corrected the description for the vz. 61 20rnd magazine. Corrected the descriptions for the 1p88 and SM Rifle Variable sight attachments. Fixed an issue where out-of-bounds shaders were not appearing on the map or minimap. Improved ping responsiveness and consistency across enemies, enemy objects, and neutral objects. In our constant effort to reinforce our Anti-Cheat policies and Community Guidelines we are introducing a new warning system for players that act contrary to our terms and services. Normalised tag and expiration timer sizes across store offers. Removed location differences between the initial ping and the final placed ping. Removed ping brackets from enemy world and map icons. Removed the small square above the range finder in the tank HUD. Resolved an issue that could display an incorrect price on BF Pro within the Battle Pass menu. Resolved an issue that caused Weapon Mastery to display incorrect levels within the Loadout menu. The Spawn Beacon no longer appears as contested in the deploy window after looking at a contested objective. Update air vehicle HUDs to display velocity in knots instead of KPH. Updated Battle Pass navigation to align with the Play screen update. Updated class icons for better visibility across the in-game UI. Updated Dog Tag tags to show the correct supported modes. Updated ping timing so neutral objects are now pinged instantly, without waiting for single or double-tap input. Updated the Concussion Grenade screens visual effect so that it is now in-sync with the gameplay status effect. Updated the game credits. Updated the Killcam damage log to now show damage dealt in the past 5 seconds instead of the past 3 seconds only. Updated the ordering of 2.00x sights on multiple weapons. Updated the ordering of iron sights on the M121 A2. Updated the ordering of Mastery Weapon Packages for the GRTCPS, M121 A2, VCR-2, Mini Scout, SOR-300SC, DB12, vz. 61, CZ3A1, and M257. Updated the ordering of the 3.00x Thermal Sight on multiple weapons. Updated the Spawn Beacon so the amount of spawns available now are visualized with dots in the deploy screen next to the spawn beacon icon. Updated the DVO LPVO cost on the GRTCPS, M121 A2, and CZ3A1 from 10 to 25 points. Updated the yaw to be displayed in degrees instead of radians in stationary Anti Air and Anti-Tank Launchers. Updated unlock criteria for Collection items to more clearly indicate when they can be unlocked through a store offer. Updated weapon attachment costs and visual ordering across multiple weapons. SETTINGS: Added a new Deadzones Draw Tool to the Controller Tuning options, providing an in-game overlay to visualise the currently selected controller deadzones and help with fine-tuning. Added support for AMD FidelityFX Super Resolution 4.1. Added support for Intel XeSS 3.0 upscaling, including 3x and 4x Multi Frame Generation modes. Added World and UI Brightness sliders to the HDR Calibration screen in Display Options. Enhanced upscaling quality on PlayStation 5 Pro with support for PlayStation Spectral Super Resolution 2. Implemented a fix intended to reduce instances of VOIP settings being re-enabled after an update. PORTAL: Added radio tracks to the Portal music system. Added Season 2 Battle Pass weapons and gadgets to Portal. New weapons cannot yet be customized with attachments. Added spawn balance mutators to Verified game modes. Added support for Railway to Golmud in Verified modes. Updated the Ammo Box so it now refills all magazines for primary and secondary weapons. Updated the Ammo Crate so it now provides one magazine for primary and secondary weapons. Corrected mismatched icon art for several weapon packages. Fixed a client crash that could occur when loading an experience that spawned more than 3600 objects. Fixed an issue in the Portal music system where setting music parameters for a specific player, squad, or team could incorrectly apply them to everyone. Fixed an issue where 3D sound locations would not update correctly when using PlaySound or object movement actions. Fixed an issue where PauseGameModeTime could set TimeRemaining incorrectly. Fixed an issue where some sounds, such as alarms, could fail to initialise. Fixed an issue where spectating did not work correctly after being eliminated in a Verified Battle Royale experience. Fixed an issue where the Supply Bag resupply type provided no benefit. It now grants two magazines for primary and secondary weapons, along with healing at 20 health per second. Improved how Portal measures script memory usage to more accurately account for script content, stack memory, dynamic allocation, and unresolved promises, helping prevent scripts from stopping earlier than intended. Improved Portal error reporting when invalid action or value arguments are used, with reports now also showing memory usage and limits for clearer troubleshooting. Resupply types no longer affect the number of rounds currently loaded in a weapon. Updated EnableAllPlayerDeploy so it also applies to players who join later in the match. Updated EnableAllPlayerDeploy so it now stops Backfill and Static bots from spawning. Updated placeholder icon art for several weapon packages. Updated the minimap ring of fire on maps available in Portal. AUDIO: Added behavior that allows close enemy footsteps to sidechain duck the first person player weapon slightly, based on direction of the enemy. Added distancing mix for Dirt Bikes. Added dry fire sound effects for handheld and vehicle weapons when out of ammo. Added dry fire sound effects for handheld and vehicle weapons. Added transmission and mechanical throttle sounds for Tanks. Corrected an issue in Breakthrough where Commander voice-over did not trigger when the enemy neutralised a friendly objective. Corrected an issue in Domination where Commander voice-over did not trigger when the enemy captured a friendly objective. Corrected an issue where the “destroyed” voice line would sometimes not play when a player destroyed a vehicle. Corrected edge cases where footstep sounds could be more obstructed than intended when both players were in outdoor spaces with overhead cover. Corrected edge cases where trigger release sounds could play after an empty mag reload if it was triggered by singleshot or burst fire modes. Improved drag and revive sound effects in water. Incoming Lock-On for vehicles now plays distinct sounds depending on whether you are being locked-on or painted by an enemy. Increased the audibility of slide sounds. Increased the volume of the Squad Ping sound effect. Lock-on and painted sounds now gradually decrease in volume over time, reducing audio fatigue during extended encounters. Updated missing explosion audio for the oil containers in Operation Firestorm. Updated reload sound not playing for SOR-556 Mk2 when certain magazines are attached. Updated the “Mission Ammunition Replenishment” sound when resupply from a support soldier interaction. Updated the F97 Kestrel Jet passbys and fixed an issue causing only one variation sound effect to play. Updated the Spot Ping to a more easily recognizable sound. AI: Corrected a navigation issue that could cause Bots to get stuck while moving towards Objective B on Iberian Offensive. Corrected an issue where Bots did not account for turning radius restrictions when driving multiple vehicles. Corrected an issue where Bots did not account for weapon movement limits when using the side gunner seats in the Traverser Mark 2. Corrected an issue where Bots using the MAS 148 Glaive and TRCRv2 Tracer Dart did not require line of sight, preventing them from targeting through the environment. Corrected an issue where Bots using the SLM-93A could target incorrect vehicle types. It will now only target helicopters and jets, and can lock on more reliably to moving air vehicles. Improved Bot navigation when using ziplines and hanging ropes across all experiences. Removed a problematic navigation link that could cause Bots to get stuck while traversing a staircase close to Objective B on Manhattan Bridge. REDSEC PLAYER: Added a feature that allows players to abandon missions in progress. Missions can be abandoned by the player who started the mission and squad members now have the ability to request a mission be abandoned. Missions can no longer be abandoned once an enemy player is involved. Added a new Assist Confirmed score event. When a downed player is eliminated, all assisting players will now receive Assist Confirmed. Added Ranked Battle Royale Quads. Corrected a netcode issue where network performance icons would be visible during cinematic sequences like the Battle Royale insertion cinematic. Corrected an issue where broken animations could play when the Duos Jump Leader was controlling the insertion group. Corrected an issue where muzzle flash video effects could appear when pressing the fire input while the scoreboard was open. Corrected an issue where pings would not be placed correctly when pinging while in the REDSEC insertion helicopter. Corrected an issue where players could be spawned outside of the ring using the Mobile Respawn gadget. Corrected an issue where shadows could break if graphics quality was changed after the match had started. Corrected an issue where weapon shadows were visible under the player during the Gauntlet fast rope insertion sequence. Corrected and clarified a tutorial for the Second Chance mechanic. Eliminated players can no longer place pings on the map. Improved game performance by reducing frame spikes. Rebalanced some end of round stats to better capture and highlight a player's performance in Battle Royale. Reduced damage taken from primary weapons while in the downed state by 20%, increasing the number of bullets required to finish a downed soldier by approximately 2 to 3. Vehicle Containers are now highlighted for 60 seconds after the player picks up a vehicle keycard. VEHICLES: Added the option for drivers to choose which radio station is preselected when entering a vehicle with the radio turned off. Corrected an issue where the Scout Helicopter’s AA missiles would sometimes fail to spawn or track their target correctly. Helicopters will now lose control when the pilot seat is unoccupied in Battle Royale modes only to limit the effectiveness of seat swapping. Increased the XFGM-6D Recon Drone cooldown from 120 seconds to 240 seconds. Replaced the M1A2 SEPv3 Coaxial 7.62mm LMG with the Coaxial .50 cal HMG. Tanks now autospot on the enemy minimap from up to 300m away. The M1A2 SEPv3 and the M3A3 Bradley’s LMG gunner weapons have now been replaced with Grenade Launchers. The M3A3 Bradley's Proximity Scan has been replaced with the Counter-Fire Radar. Rebalance changes to the UH-79 Transport and Glider 96 Helicopters .50 cal MG bullets are now affected by armour and deal a flat 30 damage. .50 cal MGs now overheat in approximately 15 shots. UH-79 minigun bullets are now affected by armour and deal a flat 20 damage. UH-79 miniguns no longer cool down faster than in Multiplayer, and their overheat penalty is now three times longer. Corrected an issue where the UH-79 was using the Multiplayer health value of 1500 instead of the Battle Royale value of 1250. Increased .50 cal MG dispersion from 0.01/0.5 to 0.03/1.5 degrees. Increased UH-79 minigun dispersion from 1.2 to 2.4 degrees. STRIKE PACKAGES: Smoke Grenades used with Strike Packages such as Mobile Respawn and Artillery Strike can no longer be destroyed by gunfire. GADGETS: Removed the zoom functionality from the XFGM-6D Recon Drone. Battle Royale Corrected an issue where Defibrillator charges could regenerate incorrectly. Corrected an issue where T-UGS motion sensors could cause mission reward crates to flip over. The MQ-9 in the UAV Overwatch call-in no longer attempts to flare incoming missiles. Updated the Engineers Supply Crate so it can no longer be picked up after resupplying a vehicle. C-4 Explosives Can no longer pass through the front of safe doors. No longer remains suspended if placed on a delivery van roll-up door before it is opened. Now sticks correctly to the sides and rear of safes. MAP: Dev Note: With Season 3, we’re introducing Loot Detection to Battle Royale on Fort Lyndon. This feature is designed to make the opening moments of a match feel more focused, while also helping players get re-equipped faster when returning to the fight. When you first deploy, or return through a revive or respawn, nearby loot containers within 50 metres will be revealed through walls for 80 seconds. The goal is to give you a clearer, immediate objective, improve navigation around nearby loot, and help you put together a workable loadout sooner for early engagements. Loot Detection should also help squads loot more effectively together in the early game, allowing players to spread across nearby containers without moving too far away from one another. As always, we’ll be monitoring feedback and gameplay data after release to see whether any further tuning is needed. Battle Royale Added Loot Detection to Battle Royale on Fort Lyndon. Adjusted damage volumes and timings for when the ramp lowers on vehicle containers. Adjusted the Counter Interception Mission in Battle Royale so it now spawns at a more reasonable distance from players. Corrected a bug that allowed players to automatically pick up loot through walls. Corrected a delay affecting ground loot spawn timing. Corrected an issue that would prevent Anti-Vehicle drops from spawning due to looted Anti-Vehicle supplies in the area. When a tank is nearby the nearest Anti-Vehicle supplies are now marked to players. Corrected an issue where improved loot was missing from class chests in the Defense Testing Complex 3 POI. Corrected an issue where loot chests could appear open while still being interactable. Corrected an issue where Tank hunter and Signal Hunter mission objectives would not be pingable. Corrected an issue where the Safe locker glint highlight did not properly fade after it had been opened and all loot had been collected. Corrected multiple issues where weapons could not be picked up from loot chests. Corrected floating objects and collision to improve players navigation and traversal. Corrected visual issues linked to destruction across the map. Gas station explosions are now more dangerous to players in close proximity. Improved Battle Royale loot distribution to better support weapon progression throughout a match. Placing a Mortar in a safe no longer causes the safe to fall over. The Box Truck has been renamed to the Explosive Ordnance Transporter and its loot pool has been refreshed to better counter vehicles and provide more explosive ordnance options. Updated Anti-Vehicle Drop loot to provide more reliable counters to enemy tanks. Gauntlet Corrected an issue that could cause a user to become spawn camped on the Circuits mission in Gauntlet. Corrected an issue where dead player bodies could block the ability to pick up mission objects. Corrected an issue where the Decryption mission pickup would immediately snap to terrain when picked up. UI & HUD: Squad member colors are now correctly reflected in the world log. Corrected an issue where objective icons would sometimes be disabled too early. Corrected an issue where incorrect in-world item icons could appear after pinging weapons. Corrected a typo in the HUD label for the VL-7 Strike Package. Changed the visuals of the “repair tool required” prompt for locked safes. Battle Royale Corrected an issue where the Squad Eliminated message would show only briefly for the second place team. Updated Recon Drone weapon names for better clarity on the killcard. Updated the description for the Hazmat Breacher field upgrade’s VL-7 Breaching Launcher. Gauntlet Corrected a bug where the pause menu would cause the overhead camera to appear during a Gauntlet mission brief, as well as the mission brief overlaying in the Player Profile tab. AI: Improved AI traversal across multiple areas of Fort Lyndon. AUDIO: Added new sound effects for Kill Confirmed and Assist Confirmed. Corrected a bug where the menu arrive sound could be heard when opening the Commorose in Battle Royale. Corrected an issue where Armor Plate sound effects did not always play consistently when plates were dropped onto the ground. Polished Armor Plate pickup and drop sound effects to give them a more distinct and satisfying tone. Removed erroneous Handler lines from the Decryption Mission. PROGRESSION: Balanced XP from missions to be more consistent and predictable. Also reduced how much XP gained from missions compared to other sources. Completing a mission now gives you XP equal to one full level. When a mission you are on gets countered it gives another 50% of a level. Corrected an issue where Redeploy Towers were not being properly tracked towards Challenges. Distance travelled in boats no longer counts towards “Initiation Assignment - Vehicle Challenge 1”. Reduced the XP needed to level up in Battle Royale Duos from 1700 to 1500 for each level. 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.559Views4likes1CommentBattlefield 6 - Anticheat Metrics - March
Time for another heartbeat regarding how the ebb and flow of keeping play fair is going. March was the midpoint of Season 2, which brought some changes in strategy as the landscape shifted. Generally, we see increased activity from both cheaters and cheat developers during the transition from the end of one season into the start of the next. During this time, our Anticheat teams also similarly shift focus from emptying our stores of new detections back into building them up, resulting in a fairly stable period for players. March: 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 March, MIR started at its low point for the month at 2.53%. This continued to increase until it peaked at 3.27% on the 30th. The lowest recorded point was at 2.30% on the 25th. By the start of April, it was at 2.97%. While we released a few targeted detections during this period, it is also when we started to shift back into storing up new detections for increased cheat developer activity ahead of Season 3’s launch. Through March, EA Javelin Anti-Cheat prevented 333,832 attempts to cheat or tamper with the game before they could impact matches. We are still tracking 226 cheat-related programs, hardware solutions, vendors, resellers, and their associated communities. Of those, now 217 of them (96.01%) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline. Keep it fair out there - see you on the Battlefield.209Views2likes5CommentsBattlefield 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?4KViews8likes16CommentsBATTLEFIELD 6 GAME UPDATE 1.2.3.5
Game Update 1.2.3.5 brings a focused set of quality-of-life improvements across Battlefield 6 and REDSEC when it launches tomorrow, May 5. This update includes stability fixes, progression improvements, and UI adjustments across Operation Augur, Gauntlet, and Battle Royale to help deliver a smoother overall experience. Major Updates for 1.2.3.5 Improved gameplay stability and camera presentation, including better netcode synchronisation between first-person and third-person stance transitions. Updated progression and front-end presentation across Operation Augur, with improvements to squad naming, vehicle naming, and bot redeploy logic. Refined REDSEC flow and readability with updates to Battle Royale lobby information, spectating controls, Gauntlet presentation, and post-revive weapon visuals. CHANGELOG PLAYER: Corrected an issue where desynchronised stance transitions between first-person and third-person cameras could contribute to some instances of players appearing to die behind cover. Corrected an issue where the game could become unresponsive when resuming from a suspended state during active gameplay. Various crash and stability fixes. PROGRESSION: Corrected an issue where using the third weapon slot as Assault could grant XP toward your Primary Weapon instead of the weapon in hand. UI & HUD: Corrected an issue where the “Game Started” UI could be missing when joining Operation Augur after the match had already begun. Updated the End of Round screen in Operation to correctly include the Battle Pass tab. Updated the in-game names for the NATO and PAX Dirt Bikes. Updated the name shown for the Strix Raiders squad icon. Updated the short name shown for the NATO Traverser Mark 2 in the vehicle customisation screen. AI: Improved bot logic to reduce unnecessary redeploying. REDSEC PLAYER: Corrected an issue where pressing “A” and “D” while spectating would cycle between enemy players instead of “Q” and “E”. UI & HUD: Corrected an issue where the camera could clip beneath the vehicle when switching to the middle seat of the Armored Transport in Gauntlet. Corrected an issue where the DMR mesh could disappear after a player was revived from a DBNO state. Corrected an issue where weapon models could become invisible while customising during the Gauntlet briefing. 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.72Views1like1CommentBattlefield 6 - Community Update - Land Vehicle Improvements
What We’ve Learned More Predictable Vehicle Combat More Controlled Survivability Increased Control and Responsiveness What This Means in Gameplay Loadouts and Supporting Changes Future Updates Hey everyone, I’m Chris Matte, a Game Designer at DICE working on vehicles and gadgets. Today, I wanted to take a closer look at vehicle gameplay in Battlefield 6, with a focus on land combat vehicles, alongside targeted improvements across the wider vehicle sandbox coming with Season 3. Over the past months, we’ve been reviewing your feedback on vehicle performance across Battlefield Labs and the live game. While vehicles are broadly balanced from a statistical perspective, your feedback has made it clear that the moment-to-moment experience hasn’t always felt as satisfying as it should, particularly when it comes to how vehicle strengths and drawbacks play out in combat. I’ve been working with the team to break this down and identify where improvements are needed. With Season 3, our focus is on making vehicle gameplay more consistent, readable, and responsive. What We’ve Learned We’ve seen consistent feedback around predictability, survivability, and responsiveness in vehicle combat, both when fighting in vehicles and against them. Vehicle encounters can feel difficult to read during combat, with outcomes that aren’t always clear in the moment. In some situations, vehicles feel too fragile, while in others, they can feel too difficult to deal with, especially when supported by Engineers or coordinated repairs. This applies whether you’re engaging another vehicle or trying to take one down as infantry, and it’s not always clear why an engagement plays out the way it does. We’ve also seen that the most effective vehicle playstyles often lean toward low-risk, long-range engagements. While this is an effective approach, we also want to make front-line vehicle strategies more viable, helping squads capture and defend objectives through more deliberate and tactical use. Our goal with these changes is to address these friction points directly, improving how vehicle gameplay feels without fundamentally changing its role on the battlefield. More Predictable Vehicle Combat One of the most important areas we’ve focused on is making vehicle combat more consistent and easier to follow. We’re toning down some of the extremes of our damage system while helping players better anticipate the outcome of engagements. Previously, many anti-tank tools were capable of eliminating tanks in only two hits. With the exception of some specialized tools, this will be increased to three hits across the board. Flanking vehicles will remain the most effective way to neutralize them, but will offer vehicle players more opportunity for counterplay. Alongside this, we’re simplifying some elements of the damage calculation system. Instead of a wide, continuous range of possible values, hits will fall into a smaller set of clearly defined outcomes based on impact angle and location. For example, currently in game, hitting a tank from the side with an RPG could deal a wide range of damage depending on subtle differences in angle, making it difficult to judge how many hits a vehicle could take. With these changes, those outcomes will be much more consistent. A similar shot will result in one of a small number of predictable damage values depending on the quality of the hit. This still rewards positioning and lining up strong angles, but makes it much easier to understand how much damage is being dealt by incoming projectiles. We’re also reducing the number of vehicle-specific damage modifiers and rebalancing vehicle health pools. Previously, vehicles like the MBT could be more durable than the IFV in certain situations, but just as fragile in others depending on hit angle or location. By removing these inconsistencies and relying more on overall health differences, it becomes much easier to understand how many more hits a vehicle can take. Finally, we’re also making changes to guided weapons so their damage is no longer affected by impact angles or hit location. Weapons that are not manually aimed will deal a consistent amount of damage. We’re also making improvements to how anti-air missiles interact with countermeasures such as flares to improve the reliability of those tools. More Controlled Survivability Another key area of feedback has been how inconsistent vehicle survivability can feel, particularly depending on access to repairs and support. While vehicles could sometimes feel fragile, in other cases stacking repairs could allow them to sustain through heavy damage and create stalemates during vehicle engagements. To address this, we’re making changes to how vehicles recover health and how repairs behave in and out of combat. Instead of repairing at a constant rate, they will begin strong, but weaken over time while a vehicle remains in combat. Additionally, we’re introducing diminishing returns when multiple Engineers are repairing the same vehicle at the same time. These changes keep coordination valuable, while ensuring repairs don’t scale in a way that becomes overly difficult to counter. At the same time, we’re reworking health regeneration by removing health brackets from all vehicles. Vehicles will take longer to begin regenerating health after exiting combat, increasing from roughly 6 seconds to 12 seconds. Once regeneration begins, however, it will be significantly faster, increasing from around 5% of health per second to 10% per second, and will continue all the way to full health instead of stopping at set thresholds. Even when critically damaged, vehicles will no longer be prevented from regenerating entirely. Instead, regeneration will continue at a heavily reduced rate, roughly 80% slower than normal. Overall, this means vehicles take longer to safely recover during combat, but are more self-sufficient once they successfully disengage. Together, these changes help make survivability more predictable and reduce extreme outcomes, helping players better understand when to push, disengage, or commit to repairs, while also ensuring vehicles remain effective without requiring constant support. Increased Control and Responsiveness Responsiveness has also been a major focus area, particularly in how vehicles handle under pressure. Controlling a tank should convey its weight and presence while still allowing players to react quickly to changing situations. We’re improving acceleration and turning to make vehicles more responsive in movement. We’re also increasing turret rotation speeds and improving how aiming behaves, especially in first-person view. This should help tracking targets feel more aligned with player input, particularly during close-range engagements. Additionally, we’re reducing how often armored vehicles lose mobility as a result of taking damage. Immobilization will be tied to specific tools, such as anti-vehicle mines, rather than being triggered by general incoming damage. This allows players to retain control in critical moments while still creating clear counterplay opportunities. For air vehicles, we’re also making improvements to threat awareness, including new UI indicators that help pilots better identify incoming missiles and nearby threats, giving more time to react and make informed decisions in combat. These changes give vehicle players more control in combat and help them respond more effectively to developing threats. What This Means in Gameplay Taken together, these changes are designed to support more active and engaging vehicle gameplay. By making combat easier to read, handling more responsive, and survivability more consistent, players are better equipped to make more meaningful decisions about how they play. This creates more opportunities to engage, reposition, and influence the flow of battle. Our goal is to give players the tools and confidence to take calculated risks, push objectives, and play a more active role on the battlefield when the situation calls for it, whether you’re on foot or pushing a control point in a tank. Loadouts and Supporting Changes To support these changes, we’re also making adjustments to vehicle and Engineer loadouts. Some customization options that contributed to unclear gameplay outcomes are being removed or reworked. For example, we’re removing the Reinforced Plating upgrade, as it made it harder to judge incoming damage and overshadowed other choices. To support this change, we’re adjusting baseline vehicle durability and replacing it with a new passive that speeds up the recharge rate of countermeasures, such as Projectile Intercept System and Thermal-Blocking Smoke, while at low HP. At the same time, we’ve made targeted improvements to underused vehicle equipment and passives to make them more impactful and worth choosing. Thermal Smoke will deal damage to enemy soldiers within its radius, increasing its defensive value in close-quarters encounters. Counterfire Radar will include a passive component to improve its uptime and overall utility, providing more consistent battlefield awareness. We’ve also expanded equipment options for vehicles like the IFV, which will have access to additional tools such as Mine Countermeasures and the Mobile Command Center, increasing its flexibility in different combat roles. In addition, we’re taking a closer look at Engineer loadouts. As part of this update, we’re completing a full balance pass on launchers, including improvements to underused options like the 9K38 IGLA and MBT-LAW. These changes include adjustments to damage and projectile behavior, helping each launcher feel more reliable and distinct in its role. We’re also applying the same approach to anti-vehicle mines, giving each option a clearer purpose within the sandbox so that choosing between them becomes a more deliberate decision. Overall, these changes are designed to create a healthier balance across the Engineer toolkit, reducing reliance on a small number of dominant loadouts while supporting a wider range of viable choices in vehicle combat. Future Updates These are some of the key updates and the thinking behind our approach to vehicle gameplay, but it doesn’t cover every change. There’s more coming across vehicle survivability, handling, and UI, and we’ll share full Update Notes closer to the release of Season 3. We’ll continue building on these updates across the wider vehicle sandbox, including further improvements to air vehicle gameplay as we evaluate feedback and live performance. We’re also reviewing how vehicles perform across Battlefield 6 experiences, including REDSEC, where further Battle Royale specific adjustments are planned to ensure vehicles are balanced for the specific experience. Your experiences in-game and in Battlefield Labs remain a key part of how we refine and evolve Battlefield 6. Thank you for your continued feedback and for being part of the community. //Chris Matte, Game Designer 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.186Views1like1CommentBattlefield 6 - Community Update - Railway to Golmud, Ranked BR, and More
What's Coming in Season 3 Railway to Golmud Gameplay Improvements Combat Improvements Mortar Changes Explained Vehicle Updates Coming Soon Ping System Improvements Matchmaking Playlist Structure Changes REDSEC Battle Royale Ranked Battle Royale Battle Royale Solos Soon Portal Hey everyone, Following our roadmap update on April 16, we’ve been reading your reactions and discussions across our channels. The response has been incredibly positive, and we want to thank you for the excitement and feedback you’ve shared - it’s been amazing and humbling to see. There’s a lot ahead for Battlefield 6 this year, and we’re excited to start digging into it with you. First up is Season 3, launching on May 12. Let’s take a look at what’s coming. What’s Coming in Season 3 We’re continuing our focus on improving the core Battlefield experience. This includes ongoing work around combat feel, responsiveness, and readability, while also expanding the scale and variety of experiences available across the game. Alongside these improvements, Season 3 introduces some of our most exciting additions yet, including Railway to Golmud, the introduction of Ranked Battle Royale starting with Quads through our Battlefield Labs in Live experience, and more updates that we’re looking forward to sharing with you soon. Railway to Golmud One of the key themes we outlined in our roadmap was to add more of the larger-scale Battlefield experiences you’ve been asking for. We’ve seen a lot of excitement around this following the roadmap, and Railway to Golmud is a key part of delivering on that. This is our largest Battlefield 6 map to date, coming in at four times the size of Mirak Valley, and designed to deliver a true large-scale All-Out Warfare experience. Railway to Golmud is a reimagining of the classic Battlefield 4 map, bringing it into Battlefield 6 with modern technology and new design learnings. While staying true to what made the original memorable, we’ve made a number of adjustments to improve gameplay flow, balance, and overall experience. This is a standout example of the Battlefield sandbox where infantry, ground vehicles, jets, and helicopters collide across a wide and dynamic playspace. A defining element of the experience is the moving railway itself, which creates a shifting frontline as squads fight for control and push toward enemy territory. We dive into the design, development, and evolution of this map in our Railway to Golmud Developer Map Guide. Gameplay Improvements Combat Improvements Throughout Season 2, we’ve made a series of improvements to hit registration, Netcode feedback, and overall combat readability. This includes clearer hit audio, more consistent projectile and tracer behavior, and improved visibility of network conditions, helping make incoming damage easier to understand in the moment. We shared more detail on this work in our Quality of Life blog, and with Season 3, we’re building on this work with additional updates aimed at making combat feel more responsive, readable, and consistent. You can expect clearer communication of incoming damage, faster feedback when taking damage or being eliminated, and overall improvements to how engagements play out in fast-paced situations. We’re also continuing to evaluate weapon behavior and Time-to-Kill. Our focus here is on improving consistency and depth and making it more demanding to hit targets at longer ranges, while encouraging more controlled and deliberate engagements. As part of this, we’re making adjustments to recoil behavior across inputs, including reducing how much recoil is automatically mitigated on controller, helping bring consistency across different control schemes. These changes aim to make weapon performance easier to understand, while rewarding positioning and accuracy across different combat ranges. In parallel, we will continue to test combat-focused updates through Battlefield Labs. This includes continued improvements to hit registration and Netcode, as well as targeted improvements to soldier visibility on new Season 3 maps. We’re also continuing work on broader visibility systems, including updates to the soldier visibility filter that will roll out later in the season. Additionally, we’re also exploring new ways to better communicate weapon behavior, including experimental features that help visualize dispersion while aiming down sight. Some of these improvements will begin rolling out in Season 3, while others will continue to be refined through Battlefield Labs throughout the season before being introduced more broadly. As always, your feedback and gameplay data will play a key role in shaping how these systems evolve. Mortar Changes Explained We are continuing to see discussions around the role of the mortar, and we want to reinforce its identity as a teamplay-focused tool. The mortar is most effective when used in coordination with your squad, whether that’s through suppressing fire or working alongside Recon players to designate targets. Following our latest update with Hunter/ Prey, we made an adjustment to how mortars are resupplied from crates, increasing the resupply time from 10 seconds to 30 seconds to address feedback around frequency of use. With the launch of Season 3, we’re introducing further adjustments that reinforce this role: Mortar no longer regenerates ammo while an active instance is deployed Accuracy decreases at longer ranges, discouraging long-distance camping These changes are designed to encourage more active and coordinated gameplay. We will continue to monitor gameplay data and your feedback as these changes roll out, and we already have additional updates planned that build on this direction, with the goal of reinforcing a more mobile, “shoot and scoot” playstyle rather than encouraging static, long-duration use from a single position. Vehicle Updates Coming Soon We’re continuing to review vehicle gameplay across Battlefield 6, with an initial focus on improvements to land vehicles, especially tanks. Feedback from our recent Discord community surveys, particularly around vehicles, has encouraged us to share a closer look at the changes coming in Season 3 and the thinking behind them. These updates focus on improving how vehicle combat feels moment-to-moment, making engagements easier to read, outcomes more consistent, and controls more responsive. We’ll be sharing a dedicated deep dive blog on what the team has been working on soon. As we look further ahead, with features like naval warfare arriving in Season 4, we’re continuing to build toward a more balanced and cohesive vehicle ecosystem across all Battlefield experiences, including ongoing work across both ground and air vehicle gameplay. Ping System Improvements Building on improvements introduced in Season 2, pinging will be more responsive and consistent, with reduced input delay and fewer situations where pings are unintentionally canceled. Interacting with the system will also be simplified, allowing you to quickly mark enemies, objects, and locations without needing multiple inputs. We are also improving how pings are presented in combat. Danger and location pings will be streamlined to use the same shape, with danger pings identified by its red color, helping reduce visual clutter and making callouts easier to read during combat. Matchmaking We’re aware of ongoing discussions around matchmaking and are continuing to make adjustments in the backend to improve match availability and overall experience. As we head into Season 3, and with the introduction of Ranked Battle Royale, we’ll be closely monitoring how matchmaking performs across our experiences, particularly in modes that require higher player counts. Our focus is on ensuring that players can consistently find matches while maintaining a quality gameplay experience. Players with crossplay enabled will see the greatest impact from these improvements. This is an ongoing effort, and we’ll continue to evaluate and refine matchmaking as we gather more data and feedback. We’re also continuing to evaluate how different playlists and experiences perform over time, and how that impacts overall match quality. As mentioned in our roadmap, we’re also working on features like the Server Browser and persistent servers, which will further support how players find and engage with matches in the future. Playlist Structure Changes We’re updating how playlists and experiences are organized to help you get into matches faster and surface experiences that are more relevant to how you play. You won’t see major visual changes, but you will notice a shift in how content is organized and presented. The Featured row is being replaced with a new Quickplay row that highlights modes and experiences based on your play history and preferences. For new players, an Initiation experience will be shown until preferences are established. We’re also reorganizing the Multiplayer row to make it easier to navigate, reducing the need for horizontal scrolling while separating core options like Custom Search, featured modes, and single-mode playlists from mixed-mode experiences. With the addition of Ranked Battle Royale, we are introducing a new Ranked row to better highlight competitive play. We’re also tailoring how content is presented depending on how you play Battlefield 6. For players with full game access, the goal is to surface a wider range of relevant experiences based on play history and preferred modes. For players starting with REDSEC, we’re prioritizing playable experiences more clearly, reducing clutter and making it easier to find content that’s immediately accessible, while still allowing Multiplayer experiences to be discovered through curated areas such as the Events section. Our goal is to reduce friction and help players quickly find relevant experiences. This is an evolving area for us, and we’ll continue refining how experiences are surfaced across the front end over time. REDSEC Battle Royale We’re making a number of updates to Battle Royale focused on improving early-game flow, vehicle balance, and in-game progression. At the start of the match, you’ll notice a smoother landing experience, with a fix for delayed loot spawning. Thank you for reporting this issue and we hope this will help get you into the action faster. We’re also making adjustments to how vehicles behave and are countered. Tanks will be easier to track when nearby, while all transport vehicles will be tuned to be less effective in sustained combat, with reduced effectiveness against armored targets and more limited weapon output. The Transport Helicopter will also see a reduction in health, helping bring its impact more in line with other options. To support this, we’re improving anti-vehicle counterplay across the experience. We’re updating the loot found in both the Anti-Vehicle Drop and the Box Truck. The Box Truck will also be renamed to the Explosive Ordnance Transporter and will provide stronger anti-vehicle gear by default. When a nearby tank poses a threat, its loot will automatically upgrade to give players more tools to respond. We’ve also made adjustments to the Recon Drone, reducing its zoom level and increasing its cooldown to better align its impact with other gameplay elements. On the progression side, we’re introducing changes to how XP is earned during matches. Missions will provide more consistent rewards, reducing the gap between mission completion and world-based actions, while also lowering the overall XP required to level up. Ranked Battle Royale As mentioned in our roadmap, Ranked Battle Royale will be introduced with Season 3 as a Battlefield Labs in Live experience, starting with Battle Royale Quads. This first iteration is designed to give you an early look at how we’re approaching competitive Battlefield, while allowing us to gather feedback and iterate alongside the community. We’ll use these learnings to improve and expand competitive play to additional experiences over time, including Battlefield Multiplayer. Unlike Battle Royale Solos, which was previously shared as a limited-time test, Ranked Battle Royale is being introduced as a permanent addition that will evolve in the live game over time. We’ll be sharing more details in a blog in the near future. Battle Royale Solos As outlined in our roadmap, Battle Royale Solos will return to Battlefield 6 at a later time in Season 3. We’re making several adjustments aimed at improving pacing, early-game flow, and overall fairness for solo players. We’ll share more details on what to expect closer to its release. Portal Railway to Golmud Our largest Battlefield 6 map to date, coming in at four times the size of Mirak Valley, and designed to deliver a true large-scale All-Out Warfare experience, will be available for verified experiences on May 12 in Battlefield 6. Later in the season, players will be able to create custom Railway to Golmud experiences. In addition, experience creators will have the option to toggle the train on or off, have full control over its directional movement, and have the ability to attach to a capture point. Cairo Bazaar When this map is released later in the season, it will immediately be added for verified experiences in Battlefield 6. This smaller map, which focuses on infantry gameplay with limited ground vehicles, is inspired by a Battlefield 3 classic, Grand Bazaar, and we can't wait to get it into your hands. Then, as the season progresses, players will be able to create their own custom Cairo Bazaar experiences, which we hope will add more depth to your gameplay options. Custom Search Fixed Our custom search feature recently stopped working as intended. A fix has already been implemented in-game in Battlefield 6 and REDSEC. Season 2 Battlepass Hardware Availability With the launch of Season 3, all Season 2 Battlepass hardware will be available in Portal. Newly available hardware in Battlefield 6: Weapons GRT-CPS, DMR M121 A2, LMG VCR-2, Assault Rifle CZ3 A1, SMG VZ61, Sidearm Gadgets IGLA Launcher Hardware Suppression System Ripper 14, Serrated Blade ViperStudioAndy’s Custom Conquest Template Andy, a passionate Portal creator, developed a custom Conquest template that has been embraced by many talented creators in the community. To recognize his contribution, we’ve officially integrated his template into our SDK for Battlefield 6. This ready-made Custom Conquest experience script is available for everyone to use starting with the launch of Season 3. A message from Andy: “Creating the template has been quite the journey with amazing support from the Portal community. The aim was to create something that was simple to use and include as much flexibility as possible to make it YOUR Battlefield. It's incredible to see how many people have been using the template from creating new maps, PvE experiences, tournaments, or just fine tuning the game for themselves and their communities. It's all amazing to see!” Vehicle Impulse Function Later in the season, vehicle impulse functions will be introduced, enabling creators to simulate physics through Blockly or TypeScript in Battlefield 6 and REDSEC. Physics impulses apply impulse directly to a single vehicle or vehicles in an area, similar to an explosion, with optional damage settings. These impulses can be triggered by proximity (with adjustable range), timers (set on placement or activation), or interactive triggers like volumes, pressure plates, or tripwires. Additional Verified Modes In addition, two new verified modes will be available in Portal later in the season as well in Battlefield 6. Squad Death Match - Grab a gun and squad up for a fast-paced, close-quarters deathmatch. Four squads compete for victory with one simple objective: First to reach the kill target wins. Team Death Match - Pure infantry-focused, high-intensity combat. In TDM, the only objective is to take out the enemy. Most kills win. Thank You We’re excited for you to jump into Season 3 on May 12. We also have more to share soon, including dedicated blogs on the topics of vehicle improvements and REDSEC Ranked Battle Royale, all coming with the new season. Thank you for continuing to be part of the Battlefield 6 journey. Your feedback, clips, reports, and discussions across all of our channels play a vital role in how we evolve the game. If you run into issues, please share them on our EA forums. You can also join the conversation on the Battlefield Discord, and visit our website for the latest updates, guides, and seasonal insights. See you on the Battlefield. //The Battlefield Team This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.739Views2likes1Comment