[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.32Views2likes0CommentsBATTLEFIELD 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.599Views4likes1CommentBATTLEFIELD 6 GAME UPDATE 1.2.3.0
Battlefield 6 Game Update 1.2.3.0 arrives on April 14, with new content and improvements, including the Operation Augur limited-time mode, the LTV, the Ripper 14”, and a new Battle Pass Bonus Path. At 09:00 UTC, players will be able to download Update 1.2.3.0 as it goes live across all platforms. At 12:00 UTC, all content included in this update goes live, including new limited-time content, vehicles, weapons, and Battle Pass updates. Alongside the new content, Update 1.2.3.0 also delivers a wide range of gameplay, progression, UI, audio, and Portal improvements to further polish the overall Battlefield 6 experience. NEW CONTENT Time to fight for survival. This update expands the fight with new rewards to earn, a new frontline support vehicle to deploy, and Operation Augur, a new limited-time mode fought across Contaminated and Hagental Base. Battle Pass Bonus Path Gear up for the harsh conditions ahead with a new Battle Pass Bonus Path packed with rewards built for the fight. Unlock equipment and cosmetics designed to help you endure the hostile environment and stay combat-ready as the battle for control intensifies. New Limited-Time Mode Operation Augur: The battle for Hagental Base has begun. In Operation Augur, NATO launches a desperate push to reclaim its satellite defence network from Pax Armata in a large-scale battle fought across two connected maps. The fight begins in Contaminated, where attacking forces can use VL-7 smoke to disrupt defenders and create openings across the frontline. From there, the battle descends into Hagental Base, where the fighting shifts into a tense close-quarters clash through tight interior spaces where teamwork, timing, and tactical play become critical to claim victory over Hagental Base. Operation Augur is all-out warfare across two phases of combat, where strong squad play will make the difference between holding the line and breaking through. New Vehicle The LTV: The NATO variant of the Traverser Mark 2 arrives on the frontline. Built to keep squads in the fight, the LTV supports your team with spawn functionality and health and ammo resupply stations. With four seats available, it gives your squad the space and support needed to stay together, push objectives, and hold ground under pressure. New Weapon The Ripper 14”: Sharpen your attack with the Ripper 14”, a deadly new blade built for aggressive close-quarters combat. Fast, direct, and unforgiving, it is made for players who want to finish the fight up close. Obtainable through Hunter/Pray Battlepass Progression. New Training Path in REDSEC Battle Royale The Hazmat Breacher is a new Training Path for the Assault Class in Battle Royale designed to empower its users into becoming the ultimate entry fragger. Leveraging a modified Breaching Dart Launcher firing a concentrated form of VL-7 Smoke, players are able to weaken and dislodge dug-in foes, while protecting themselves from negative effects thanks to their Protective Mask. Leveling up this Training Path throughout a BR match will provide improvements to both the Protective Mask and to basic soldier survivability. Major Updates for 1.2.3.0 New Content Arrives: Operation Augur arrives alongside the LTV, the Ripper 14”, and a new Battle Pass Bonus Path that expands the rewards available during the fight for survival. Progression Feels More Rewarding: Weapon XP and Vehicle XP are now earned through active use alongside kills and assists, XP rates have been increased slightly across Multiplayer, and Battle Royale and Gauntlet progression now place more weight on time spent in a match, with Battle Royale also awarding higher scores for kills and damage assists. Battle Royale and Gauntlet Improvements: Loot flow has been updated, Strike Packages and Armour Plate availability have been rebalanced, and a wider pass on challenge tracking, objective progression, and End of Round presentation helps both modes play and reward more consistently. Combat Feedback and Gameplay Clarity: Incoming hit audio is now clearer, rapid damage is easier to read, projectile and tracer behaviour is more consistent, and network warning indicators now provide better visibility during live combat. Weapons and Gadgets Receive a Broad Polish Pass: Defibrillators and the AJ-03 COAG Med Pen have been updated, while attachments, animations, unlock presentation, and challenge tracking have all seen further improvements. UI, HUD and Front-End Improvements: Menus, challenges, loadouts, End of Round screens, localisation, Store presentation, and Battle Pass readability have all been updated to improve clarity and consistency across the experience. Portal, AI, Audio and Settings Enhancements: Bot support has been expanded across Multiplayer and Operations, Portal tools and web app behaviour have been improved, audio has received further polish, and new controller tuning support has been added through the Deadzones Draw Tool. CHANGELOG PLAYER: Corrected the in-game wording for the Career Total statistic tied to distance travelled as a passenger. Improved the display of completed assignments at End of Round. Improved the display of Dog Tag unlock criteria after completing or exiting a match. Improved the Profile statistics page so it no longer shows a persistent loading square. Updated the Sprint Slide tooltip so its trigger criteria now match the intended behaviour. Corrected the matchmaking stance for the SOR-300 so the weapon is now held correctly. Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming. Ping voice-over callouts now have a slight 0.15 second delay to improve timing and readability. Soldier acceleration curves have been slightly adjusted to better support 30Hz experiences, improving responsiveness in the opening moments of movement. Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill. Soldiers now align more reliably with stairs and uneven terrain while prone. Soldiers’ heads are now less likely to clip through nearby geometry while using ladders. Third-person melee animations now exit correctly when performing a quick melee while holding another weapon. Networking & Hit Registration Improvements Added a new “Bad” Time Nudge network warning icon. Added value readouts to network warning icons when visible, including Packet Loss Up, Packet Loss Down, Time Nudge, High Latency, Latency Variation, and Server Tick Rate. Grenades are now correctly dropped if a player is killed while preparing a throw. Hit damage feedback audio now plays more promptly when taking incoming fire. Incoming hit audio has been fine-tuned so quick consecutive hits are clearer, especially during engagements against high rate of fire weapons. Network bandwidth usage has been optimised so more weapon data can be sent in a single update. Projectiles will no longer occasionally spawn at the wrong height during stance transitions under poor network conditions, which could previously lead to shots not registering. Trade-kill distance has been reduced to 30m from 50m to reduce cases where damage could be rejected during mid-range engagements. Visual bullet tracers now line up more reliably with the damage you receive. VEHICLES: Added the LTV, a new NATO variant of the Traverser Mark 2 APC. Camera transitions now snap back to the soldier instantly when redeploying or dying when remote controlling a vehicle. Fixed an issue where land vehicles moving at crawl speed could still trigger mines when travelling across bumpy terrain. Improved the Legion CWZ Automated AA to help prevent enemy jets from being stolen or spawn-killed. Improved the MBT decal customisation flow so the camera point of view now returns to the selected decal position after leaving Inspect View. Restored the “Relentless Trample” vehicle decal so it now appears in-game. RHIB Completed a broader polish pass focused on improving RHIB handling and overall usability. Improved audio presentation while turning and when impacting waves and the water surface. Improved handling to make the RHIB feel more nimble and easier to point. Reduced abrupt force changes when coming out of ignition and shortened ignition time. Updated the RHIB’s speed and RPM gauges so they now function correctly. Updated boat hull simulation to improve how the RHIB interacts with the water surface. Scout Helicopter Adjusted Heavy Rotary Cannon overheat mechanic to compensate for reduced rate of fire. Extended Scout Helicopter light rocket ammo regeneration time from 21 to 27 seconds. Extended Scout Helicopter smart rocket ammo regeneration time from 16 to 20 seconds. Grenade Launcher Muzzle Velocity Increased. Grenade Launcher now has infinite reserve ammo. Heavy Rotary Cannon falloff range shortened to 45m. Heavy Rotary Cannon rate of fire from 1000 to 800 RPM. Reduced lethal range of Attack Helicopter Heavy Rocket explosion from 2m to 1m Reduced lethal range of Upgraded Attack Helicopter Heavy Rocket explosion from 2.8m to 2m. Reduced the inner explosive radius of all scout helicopter rockets from 1m to 0m. Reduced the radius of Attack Helicopter Heavy Rocket explosion from 7m to 5.5m Seismic Detector Radius increased from 16 to 36 meters. GADGETS: Controller haptic feedback now triggers more reliably while using the Gas Mask and Night Vision Goggles. Expanded the Assault Ladder interaction logic so ladders can now destroy additional small placeable gadgets and props. Improved the audibility of the XFGM-6D Drone self destruct sound effects. Added a missing recoil animation on the HTI-MK2 Added a more urgent low battery sound to the NVIS-500 Night Vision Goggles to better indicate battery shortage. Fixed an issue on the NVIS-500 Night Vision Goggles where the battery depletion sound would not play while aiming down sights. Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score. Reduced the turning response of AT4 and TOW Missiles. Reduced the initial speed, acceleration and maximum speed of the RPG. Added infinite ammo to Mobile Anti-Aircraft primaries in multiplayer. Reworked the MBT Guided Shell to make it faster but much less manoeuvrable. Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score. AJ-03 COAG Med Pen Added third-person healing support while prone on your back. (you can now use the shot while on your back). Lowered the intensity of the on-screen effect and visual presentation. Retimed the gameplay effect to better match the updated animation and audio. Shortened the injection animation. Updated the pen visual effects to better match the new animation. Protective Mask Added a low battery warning visual to better indicate battery shortage. Corrected an issue where the mask could fade off the player’s face instead of playing its take-off animation when durability ran out while holding a melee weapon. Defibrillators Dev Note: This update brings a meaningful balance pass to the Defibrillator, aimed at improving game flow and overall combat pacing while keeping revives impactful and rewarding. After reviewing its behavior over the past few months, we found it was too easy to revive multiple teammates in quick succession with minimal risk. Our goal is to preserve those clutch moments where you can get your squad back on their feet quickly, while encouraging more deliberate use. To support this, the Defibrillator now uses a charge system (similar to earlier Battlefield titles), starting with 3 charges that allow for a few rapid revives before needing to recharge. Revive health scales with charge time: 50% instantly, up to 100% when fully charged, with smooth steps in between. A new UI indicator shows your charge progress to help you time revives effectively. In addition, the health given with the charge duration can also be dealt as damage against enemies. This means that you can once again kill a player in one zap, if you’ve charged the defibrillator fully. PSA from your teammate that has been waiting to be revived for the past 10 seconds: Please fully charge your defibrillator! Here are all of the details around what changes with the Defibrillator this update: Added a progress crosshair UI while charging. Damage now scales from 50 to 100 based on charge level, in 10-point increments. Fixed cases where downed soldiers could not be revived when pressed into corners or when lying on stairs. Full charge time has been increased to 1 second from 0.65 seconds. Fully charged shocks now deal 100 damage again, up from 60. Now use 3 charges that regenerate over time, with 1 charge restored every 4 seconds. Now requires a 0.35 second charge before a revive can be performed. The rate of fire is slightly reduced. Revives now restore between 50 and 100 health based on charge level, in 10-point increments. Updated deploy timing so charging can begin faster after selecting the gadget. WEAPONS: Added the Ripper 14” Machete melee weapon as a part of the Hunter/Pray Battlepass Progression. Hollow Point and Synthetic Tip ammunition now cost less on most weapons. Range Finder now plays sound cues when a range check starts and when it completes. Corrected an issue on the CZ3A1 where throwing grenades while it was equipped could introduce a delay before the grenade was thrown. Corrected an issue on the DB-12 where certain attachments did not animate correctly during pump-action and reloads. Tweaked and retuned DB-12 animation tags to smooth transitions into and out of aiming down sights. Fixed camera recoil being lower than intended on the TH-RDS 1.00x optic attachment. The DRS-TH optic now appears correctly on the B36A4 and SVDM. Tweaked and retuned M87A1 animation values to smooth transitions into and out of reloads while aiming down sights. Corrected an issue where aiming sideways when using melee weapons could cause missing yaw rotation while a melee weapon was equipped. Corrected an issue where the Violet Laser was not providing its intended benefit when attached to the NVO-228E Assault Rifle. PROGRESSION: Dev note: One recurring point of feedback has been that Weapon Mastery progression can feel too dependent on kills and assists. Players who spend a match repairing vehicles or supporting their squad are still contributing in meaningful ways, but that contribution has not always been reflected clearly in progression. To address that, we’ve added a time-based component to Weapon Mastery progression. Players will now continue earning progress through active use, even when they are not regularly securing kills or assists. XP earned from kills and assists is unchanged, making this an increase to the overall earn rate rather than a reduction or replacement of existing rewards. Added a new progression system that awards Weapon XP and Vehicle XP for use, alongside kills and assists. Adjusted XP earn rates across Multiplayer modes by roughly 5% to 10% to bring them closer in line with one another. Corrected the tracking for challenges so that damage by stationary aim-guided missiles now counts toward explosive damage criteria where intended. Corrected the End of Round unlock flow so the CZ Skorpion VZ.61 now appears correctly after completing the challenge “Deal damage with Secondary Weapons. Counts double in Nightfall modes.”. Corrected the Onboarding challenge “Capture Objectives in a Vehicle” so it now progresses as intended. Corrected the Week 6 challenge “Deal damage with Grenade Launchers or Grenades” so it now properly tracks damage dealt with underbarrel Grenade Launchers on Assault Rifles. Corrected the Week 10 challenge “Kill enemies with Sniper Rifles. Headshot Kills count double.” so 75m Sniper headshots no longer count twice, and the challenge text now reflects the intended criteria. Corrected the Week 11 Bonus Weekly Challenge so kills made with underbarrel Grenade Launchers on Assault Rifles now award the intended double progression. Improved the “Rapid Fire 1” challenge notification in free-to-play modes so it now shows the full challenge presentation instead of only the weapon name. Corrected the BF Pro Season 2 Challenge 5 reward criteria so the correct unlock requirements are shown in Loadouts. Corrected Challenge “Capture or defend sectors in sector based modes.” so its first criteria now progresses correctly. Corrected Challenge “Deal Damage as a Squad in Multiplayer.” so Multiplayer damage no longer advances the free-to-play requirement incorrectly. Corrected Challenge “Kill enemies from a distance of 25 meters or less in Multiplayer.” so the missing "OR" condition now displays correctly. Corrected Challenge “Get Kills and Assists in Multiplayer.” so the reward and Redsec capitalisation now appear correctly. Corrected Challenge “Capture an enemy flag without leaving the vehicle in Conquest, Breakthrough or Escalation.” so its criteria no longer refers to Squad progress in a Solo mode. Corrected daily mission “Get kills and assists with Shotguns. Kills and Assists in Battle Royale counts triple.” so its in-game criteria now matches the design reference. Corrected End of Round challenge notifications so daily missions now appear correctly after completion. Corrected challenge reward presentation so the BF Pro Season 2 reward for Challenge 2 now appears correctly across the Challenge page, Reward screen, and challenge notifications. Corrected challenge tracking so "Deal damage to enemy vehicles while on foot." now shows its completion notification after dealing damage to enemy vehicles while on foot. Corrected Marina Exploration Challenge 1 so it is no longer incorrectly locked. Corrected OR challenge presentation so empty criteria entries no longer show a default "-". Corrected OR challenge presentation so configured tags now display correctly on criteria. Corrected Season 2 Hardware progression so challenges no longer appear completed before any progress is made. Corrected Season 2 Hardware rewards so the fifth item now appears correctly in the Season 2 Hardware tab. Corrected the Season 1 Catch-Up Hardware quest so grenade kills and assists now track correctly. Improved Season 2 challenge accuracy across Week 1, Week 6, Week 11, “Complete matches in any mode”, “Earn score, counts double in Battle Royale”, the weekly challenge “Earn score, counts double in Battle Royale”, and “Deal damage with Explosives or Incendiaries.” so the in-game presentation now matches the intended design. Corrected an issue where weekly free-to-play challenges and missions tagged with “All Modes” now unlock and track properly for eligible players. Improved Red Bull challenge setup so “In Gauntlet: RB Supermoto, Capture Red Checkpoints as a squad.” uses the correct tag, “Earn Score while driving land vehicles, counts for double if gained in Gauntlet: RB Supermoto” now tracks and doubles correctly, that “Get total airtime in seconds using the ATV, Motorcycle or Light Infantry Vehicle.” now supports all intended Light Transport vehicles, and the F-97 Kestrel now uses its player-facing name instead of a dev-facing one. Improved Weekly Missions “Kill enemies and Revive teammates” so the bonus reward now displays correctly after completion. Updated Assault 1 assignments so the incorrect "OR" category no longer appears. Updated Multiplayer challenge licensing so MP-only OR challenges now display as locked for free-to-play users. Updated the Week 11 challenge “Kills and Assists with Grenades” so kills and assists with Incendiary Grenades now track correctly. UI & HUD: Automatic AA and stationary weapons now display their pickup provider icons more consistently. Corrected Battle Pass pre-purchase inputs so Battle Pass and BF Pro no longer share identical prompts. Corrected BF Pro pricing so pre-purchase now uses the intended payment method instead of BFC. Corrected bundle purchase flow so the Buy Bundle prompt now clears correctly after purchase. Corrected Character Customisation so Character Skins now display correctly. Corrected End of Round presentation so squads now appear with their equipped customisations instead of default skins. Corrected placeholder and unlock-criteria text across several rewards, including Ramming Speed Player Card, Grey Eagle Player Card, the Heat Wave Dog Tag, and the Man and Beast Dog Tag. Corrected Player Card presentation so the default icon no longer appears at End of Round after it has been changed. Corrected store navigation so pressing Escape on the Confirm/Cancel screen no longer sends players back to the Store main screen. Corrected Task Force Vector art presentation so Jensen, Kit, and the Tier 11 character skin now use the correct icon art. Corrected the "Check your comms" prompt in boot flow so it no longer shows duplicate button functionality. Corrected the barrel icon presentation for the Skorpion VZ.61 Corrected the Battle Pass pre-purchase screen so missing prices now display correctly. Corrected the Battle Pass transition from Season 1 to Season 2 so the full Season 2 reward set now displays correctly. Corrected the BF Pro Bonus Path flow so tier advancement now works properly when BF Pro is purchased in the same session. Corrected the BF Pro purchase flow so the celebration screen now plays correctly after purchase. Corrected the BF Pro Season 2 Battle Pass pre-purchase flow so players can now purchase the BF Pro version correctly. Corrected the CZ3A1 Iron Sights icon alignment in the soldier inventory. Corrected the “Death Stalkers” Battle Pass reward flow so missing tiers now appear after purchasing BF Pro. Corrected the display of store-unlocked melee weapons so they no longer appear locked in Loadouts. Corrected the End of Round colour presentation so menu elements now align correctly with the intended art direction. Corrected the Escalation matchmaking footer at End of Round so it now displays Escalation instead of Conquest. Corrected the Featured row so "^Test Tile" no longer appears. Corrected the first-party offer ownership display so owned items now show the correct "Owned" status after purchase. Corrected the menu Home tile telemetry event format. Corrected the Skorpion VZ.61 muzzle attachment placement in the Collection screen. Corrected the Squad Icon Revive Opacity description in HUD settings. Corrected the Store preview flow so cancelling a first-party purchase from a bundle preview now returns the player correctly.f Corrected tutorial alignment when rapidly switching between Loadout and other UM tabs. Corrected weapon icon visibility in the kill feed. Dynamic vehicle prompts no longer remain visible when they should be hidden. Friendly icon colour linking now displays correctly while inside vehicles. Helicopter passive vehicle labels now display correctly. Improved Character Bios and Strix Raiders full-bio naming so squad names and layout now present correctly. Improved charm and cosmetic icon visibility for affected items including Winged Blade, Twilight Threshold, and other impacted rewards. Improved Dog Tag presentation so unintended descriptions no longer appear on affected items. Improved gadget reward icon presentation in the Season 2 Battle Pass so affected rewards now use the correct side profile view. Improved the Battle Pass main screen so pre-purchased items now show a day countdown correctly. Improved the BF Pro Bonus Path presentation so its rewards now appear correctly in the Battle Pass. Improved the bundle ownership flow for Gadget Skins so unlock criteria now update correctly after purchase. Improved the Defibrillator skin icons so the “Corruption” visual no longer appears across them. Improved the EA Connect menu so its elements now display correctly. Improved the first-boot flow so it no longer reappears on later title launches. Improved the first-time boot flow so the User Agreement is no longer shown twice. Improved the free trial mode presentation so the timer displays correctly and tiles no longer appear locked. Improved the keyboard and controller navigation flow for Bulletins. Improved the reflection setup when previewing Battle Pass skins in Path View. Improved the Social screen on Xbox Series X|S and PlayStation 5 with Keyboard and Mouse so the mouse pointer now displays correctly. Improved the Store naming and tagging for several offers, including Apex Predator, Clover Shot, Strix Raiders, Toxin Patrol, War Weaver, Waking Death, and The Night Stalkers. Improved the SU-230 LPVO unlock flow so it no longer appears as "Currently Unavailable" after completing its unlock challenge. Improved the VOIP consent flow. Network warning icons have been sharpened for improved readability. Ping preview icons now display correctly even when the ping prompt is disabled in Options. Player names now show correctly when looking at players, and the ping prompt has been moved higher on screen. Removed the blinking “REVIVE ME” prompt in multiplayer. Restored missing weapon and player-card visuals at End of Round, including player cards, non-local player weapons, and affected challenge tabs. Restored the Black Widow Legendary Gadget Skin icon art. Restored the Character Customisation menu to Loadout. Restored the HTI-MK2 Factory Skin icon art. Restored the IGLA Factory Skin icon art, and restored it to the customisation menu. Single-seat active vehicles no longer appear as spawnable options on the deploy screen. Updated Arabic UI presentation across Bonus Path, Character Bios, Challenges, and Loadout gadget descriptions to reduce overlap, cut-off issues, and line-height conflicts. Updated End of Round squad presentation so similar uniform patches no longer appear across all squad members. Updated the “Midnight Sun” description so it now refers to the correct launcher instead of a shotgun. Updated the 18.5KS-K Ambition Weapon Package so it no longer appears twice in the customisation menu. Updated the CZ3A1 16.2" Extended Barrel presentation in the weapon inventory HUD so it now matches the weapon mesh. Updated the CZ3A1 weapon description so it no longer shows placeholder text. Updated the Psy Gas tooltip in the tutorial so it no longer is described as harmful. Updated the Skorpion VZ.61 weapon description so it no longer shows placeholder text. Updated the” Steel Punch” Epic Weapon Package so its icon art now matches correctly. Updated weapon stickers purchased through the Store so they now refresh correctly in Loadouts. SETTINGS: Added a Deadzones Draw Tool to the Controller Tuning, providing an in-game overlay that visualises the selected controller deadzones to help with tuning. Corrected Campaign settings access so the Game Settings page no longer appears blank when opened through the Campaign tile. Corrected Campaign settings visibility so Multiplayer Front End menus no longer show Campaign-only settings. Corrected Ground Vehicle control naming so the in-game option now matches the intended wording. Corrected graphics presentation so the VRAM meter now appears and behaves correctly in the affected builds. Corrected Input values so the Infantry Mouse slider now shows the intended value after being changed on a fresh account. Corrected Mount Breakout option text so it now reflects the intended behaviour. Corrected System setup wording so the in-game option now matches the intended description. Corrected the Keyboard and Mouse Pilot subsection so it now matches the intended design reference. Corrected the Vibration Settings reset flow so the Reset key now works correctly and the Vibration Settings Preset no longer switches to Custom unexpectedly. Corrected the save flow for settings changed during Campaign missions so they now persist after returning to the menu. Improved the Credits menu so it now appears correctly in Extras during gameplay. Improved the Options menu flow so Back and Escape now return correctly instead of triggering the Quit Game prompt. Improved Single Player settings so Infantry Aim Assist Zoom Snap no longer appears there, and Stick Forward Sprint is now available where intended. Updated motion blur settings so Weapon Motion Blur and World Motion Blur now behave consistently with their menu presentation. PORTAL: Added the Portal Gadget to Battlefield 6 and REDSEC custom experiences. The Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Corrected Combat Area setup so Exclusion Zones, Surrounding Combat Areas, and Team assignment now work correctly. Corrected Gas Mask inventory behaviour so it no longer appears when all Gadgets are restricted. Corrected M-COM setup so affected M-COMs in Portal experiences no longer use the wrong explode settings. Corrected vehicle spawner behaviour so the intended vehicles now spawn correctly. Corrected vehicle event behaviour so events now fire correctly for every seat. Corrected Portal bot behaviour so bots now attack and defend capture points correctly. Improved password-protected server joins so players can now join friends’ protected Portal servers correctly. Improved Portal mode availability, with Shell Shocked mode now available again. Updated mod.SetCapturePointOwner() so the function now works correctly. Builder & Web App Corrected GraniteDuo and Escalation Verified modes so placeholder titles and descriptions no longer appear in the Web App. Corrected language selection so UK English, Australian English, and Chinese now display correctly in the Web App drop-down. Corrected Hagental Base setup so "Include Default Spatial Data" is now available, preventing missing HQs. Corrected Primary Weapon restriction behaviour so players no longer become unable to move after deploying. Corrected profanity filtering so non-prohibited words are no longer censored. Corrected the Experience Image button flow so it now works properly after resetting or refreshing an experience. Corrected the Gauntlet Web Builder so the Mission tab is no longer accessible where it should not be. Corrected the MapsItem block in Web App 1.2.1.0 so missing maps now appear correctly. Corrected the Mission Order tab for Verified Gauntlet so it now functions correctly. Corrected the Psy Gas Strike entry in Restrictions so it no longer uses placeholder icon and name. Improved experience creation so importing spatial data no longer prevents experiences from being created. Improved hosting stability for experiences using multiple Granite POIs with specific spatial data. Spatial Editor & Content Corrected Granite Underground so it now uses a dedicated loading screen. Corrected OfficeBuilding_02_B so it now uses the proper mesh in the Spatial Editor. Corrected the Fixed Camera asset so it now matches the in-game camera orientation. Improved Tech Center presentation by removing floating and misaligned assets at the affected location. Stability & Scripting Corrected the Community Concat function so it now behaves as intended. Corrected overload mismatch errors so Emplacement Spawner functions now show the provided parameter list correctly. Improved stability around transform tracker registration. Improved stability around area-check validation. Verified Experiences & Gauntlet Corrected SS26 restrictions so it no longer appears twice in the Restrictions tab. Corrected the Verified Experience start flow so rounds can no longer begin without meeting the intended pre-round player requirement. Corrected the Verified Gauntlet scoreboard so squads joining after the local squad now appear correctly during the match. Improved hosting compatibility so Verified Experiences created on previous patches no longer return an unknown error. AUDIO: Improved sound obstruction on vehicles. Improved support for spatial audio on PS5. Tall grass surfaces now play the correct audio more consistently where appropriate. Tweaked Walla sounds for improved ambience. Minigun audio on the Little Bird has been polished to blend better in the mix, especially from the chase camera perspective, and new interior firing audio has been added. Corrected the Audio Options Voice Chat subsection so it now matches the intended settings design. Corrected the Multiplayer Audio options so "Soldier and Campaign voice lines Volume" no longer appears there. Fixed missing zoom audio while aiming the bomb camera on the F-61V. Improved button audio so selecting Skins or Decals now plays the intended sound. Improved Firing Range target audio so death screams no longer play when targets are "killed". Added new hurt voice reactions when taking damage from the Repair Tool. Reduced repetition on generic impact sounds for the Repair Tool. AI: Enabled bot backfill support in Operations. Extended bot vehicle support across all Multiplayer experiences, maps, and modes. Improved bot behaviour so they can now navigate spaces that require crouched or prone movement. Improved bot steering while navigating corners and hills. Improved bot target prioritisation so they no longer focus on danger pings for too long. Improved air combat behaviour so bots in aircraft engage more often. Improved navigation across Contaminated with multiple pathing updates. Improved navigation near HQ on MP Firestorm so bots no longer become stuck in the cliffs. Updated bot vehicle behaviour so bots can now use the Armoured Transport vehicle. REDSEC PLAYER: Added the new Training Path: Hazmat Breacher for the Assault Class in Battle Royale. Corrected the RGM Second Chance tutorial flow so it now triggers after meeting the intended criteria. Improved the round-end transition in Gauntlet so players no longer become stuck on a black screen after dying out of bounds at the end of the previous round. STRIKE PACKAGES: Added Armour Plates to the Ammo Drop Strike Package. Added a new high-value Strike Package called Armor Drop, which awards a large amount of Armour Plates. Adjusted high-value Strike Package spawn chances to account for the new Armor Drop. Increased the amount of ammo awarded by the Ammo Drop Strike Package. GADGETS: Battle Royale Corrected C4 inventory behaviour so charges are now removed properly even when detonated without using the clacker. Gauntlet Corrected C4 inventory behaviour so it is no longer removed unexpectedly. Corrected initial spawn beacons so they now sit properly on the ground. MAP: Corrected Intel Cache spawning so locations now randomise correctly. Corrected MBT-LAW placement inside the Weapons Cache container. Corrected Shotgun and Grenade loot spawns in the Police Van and Cargo Van so they no longer clip through geometry or float. Corrected the Javelin loot interaction in the Box Truck so it can now be looted consistently from the rear. Improved loot distribution in areas such as Seal and Solar Array. Improved the opening speed of Armory Crates and Airdrop Containers. Improved safe placement at the Lighthouse by moving the affected safe off a destructible surface. Improved access to MRAPV loot by clearing gadgets placed in front of the doors when they open. Updated MRAPV and Safe spawns so they now include 2 Armour Plates instead of 1. Updated REDSEC mode destruction values so plaster, concrete, and other heavy objects now take 2 Sledgehammer hits instead of 4 or more. This change does not affect Multiplayer modes. UI & HUD: Rank-gated loot items, vehicles, and mission objects now display correctly in the ping feed. Battle Royale Added icons to bunker entrances and exits. Updated local killfeed colours so free-to-play squadmates display correctly. Corrected Loot Card weapon zoom information so it now displays as intended. Gauntlet Updated the in-game Gauntlet presentation to better match the Battlefield Labs reference. AUDIO: Improved Spot Ping audio with a more recognisable sound and slightly increased Squad Ping volume. Updated the Commorose audio flow so the menu arrival sound no longer plays when opening it in Battle Royale. PROGRESSION: Reworked XP progression in Battle Royale and Gauntlet to better reward time invested, resulting in a significant increase for the average player with only a slight reduction for the top 1%. Battle Royale Corrected the Class Challenge for completing matches as a class so it now updates correctly without requiring a Battle Royale win. Corrected Weekly Challenge “Deal damage with gadgets, counts double in Battle Royale.” so gadget damage now awards the intended double-value progress. Corrected Weekly Challenge “Spot enemies and earn Spot Assists with Recon gadgets. Counts triple in Battle Royale.” so Battle Royale modes now award the intended triple progression. Corrected Weekly Challenge “Spot enemies and earn Spot Assists with Recon gadgets. Counts triple in Battle Royale.” so spotting with Recon gadgets now awards the intended triple-value progress. Improved End of Round Stats Cinematic weighting so players’ standout performances are highlighted more accurately. Increased the score awarded from kills and damage assists in Battle Royale by 50%. Gauntlet Corrected Weekly Challenge “Capture and Neutralize objectives in Multiplayer or Complete objectives in Gauntlet.” so objective completion now tracks correctly in supported Gauntlet modes. Corrected the Gauntlet Special Forces Operator Challenge 4 progression flow so it now advances after reaching the intended unlock criteria. Updated Weekly Mission “Complete matches in any mode.” so it now appears and tracks correctly in Multiplayer instead of only Gauntlet. 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.1.7KViews2likes13CommentsBattlefield 6 - Community Update - Nightfall Debrief and What’s Next
Hey everyone, Since launching on March 17, Nightfall has brought a darker, more intense atmosphere to the battlefield, and it’s been great seeing so many of you adapt to its different style of combat while others have been taking the dirt bikes for a ride with some crazy flips and bold landings. We wanted to share some of the key themes we’re seeing so far, as well as looking ahead at what’s planned for Phase 3, Hunter/ Prey. Hagental Base has been a standout addition for many of you. We’ve seen strong feedback around its layout, atmosphere, and how it plays, with particular praise for its visual direction and how it supports close-quarters combat. The Night Vision experience has also been well received, with many of you highlighting how it changes the way you move, communicate, and approach engagements. It’s been great to see squads adapting to the lower-visibility environment and leaning into a more deliberate playstyle. We’ve seen strong interest in experiences like Nightfall sticking around beyond their initial play window. With the next phase of the season, both the VL-7 Smoke and Night Mode will be added to Portal, giving players another way to continue experimenting with these modifiers beyond their featured time frame. We’ll continue evaluating how Limited-Time Modes are received and where they may make sense to return, evolve, or live on in other ways across Battlefield. Hunter/ Prey Hunter/ Prey goes live on April 14 and marks the final phase of Season 2. This update introduces more progression improvements, refines squad communication systems, and makes targeted adjustments to Battle Royale pacing and resource flow. It also restores VL-7 Smoke to Gauntlet as a permanent mission modifier. Progression Updates Progression has been one of the most consistent areas of feedback since launch. Since the start of Season 2, we’ve further streamlined challenges, accelerated Battle Pass progression through XP, added more XP Boost rewards to early Career ranks, moved camo unlocks earlier, reduced all Mastery XP requirements, and introduced a new XP curve that speeds up overall progression. We’ve also made improvements across challenges, tracking, and end-of-round progression to make the experience more reliable. With Hunter/ Prey, we’re continuing that work with additional updates across weapons, vehicles, Career ranks, and REDSEC progression. Vehicle and Weapon Progression You will earn Mastery XP by using weapons or vehicles, along with eliminations. Career Progression XP earn rates across Multiplayer modes will be adjusted slightly to keep progression more consistent between playlists. REDSEC Progression REDSEC modes will reward time spent in matches more heavily, instead of focusing primarily on final placement. Career XP earned in REDSEC will better align with Multiplayer progression pacing. In Battle Royale, kills and damage assists will provide 50% higher scores, resulting in more Weapon XP per match. As always, we will continue to monitor data and feedback as these changes roll out. Ping System Improvements With Hunter/ Prey, we’re addressing several issues that affected spotting and ping reliability across Battle Royale and Multiplayer. Long-range spotting for vehicles and drones should work more consistently, and enemy soldiers will be prioritized more reliably over nearby interactable objects. We’re also resolving issues that affected pings disappearing when pinging from certain vehicles. With Battle Royale specifically, we are improving how certain items respond when pinged and addressing cases where pings would persist incorrectly after equipment changes. That means pings on loot should register more consistently, update properly when items are picked up, and clear correctly when canceled. This includes pings on the big map. These updates are focused on restoring confidence in squad communication and ensuring that when you ping something, it behaves the way you expect, whether you are marking from a vehicle, marking a route forward, highlighting loot, or calling attention to an objective your squad needs to secure. We’re continuing to evaluate how the ping system performs across the wider game. Communication is core to Battlefield squad play, and we’ll keep refining clarity, responsiveness, and consistency beyond this update. REDSEC Changes Battle Royale We’re improving early and mid-game flow based on feedback, with the intention to reduce downtime, improve pacing, and encourage more dynamic and balanced gameplay. Ammo Drops will contain increased ammunition quantities and include armor plates. MRAPVs and Safes will also provide additional armor plates in place of grenades. We’re also introducing a new Armor Drop Strike Package. When deployed, it provides 12 armor plate pickups, each one granting 2 plates, for a total of 24. This gives squads another strategic option when preparing for extended engagements. Chest opening animations are being sped up slightly to help maintain looting momentum. We’ll be monitoring how this feels in live matches and may adjust further based on feedback. We are also bringing the Traverser Mark 2, also known as the Armored Transport, back to Battle Royale in the next update, but with its weapons removed. We saw the impact its armor and turret could have on match flow, and this change is intended to bring it back in a way that better fits the mode. Additionally, for Battle Royale only, the Sledgehammer’s damage against destructible walls and objects has been increased. If you prefer to create your own entry points rather than use the front door, you’ll now have more freedom to reshape the environment. Gauntlet The VL-7 Smoke will return as a permanent mission modifier within Gauntlet, appearing randomly across select combat areas and enabling gas masks as part of the tactical layer. While it is currently disabled during Nightfall to align with the mode’s theme, it will return with Hunter/ Prey. During Nightfall, we also released a Limited-Time Mode called Gauntlet: Nightfall. This mode features six teams of three fighting through three rounds - Vendetta, Contract, and Heist - set in a dark, NVG-enabled version of Hagental Base. This variant emphasizes visibility management, coordination, and controlled aggression in low-light combat. During Season 1, you’ve joined over 190 million Gauntlet matches. Along the way, you confirmed over 9.2 million Vendetta kills, detonated more than 13.8 million Wreckage bombs, completed over 23.3 million Decryption calibrations, and stole more than 2.25 million Heist cases. Whether you are dropping into Gauntlet for the first time or already know your way through its challenges, we cannot wait to see you keep pushing your skills even further. Battle Royale Solos Testing Over the weekend of March 6th through 9th, we ran a limited-time Battle Royale Solos test within Battlefield Labs in the live game. Our goal was simple: get Solos into players’ hands, observe how matches play at scale, and gather real feedback on pacing, class dynamics, vehicles, and overall match feel. Solos has been one of the most requested ways to play Battle Royale, and this test made it clear that many of you still see it as your preferred way to jump into a match, especially when friends are not online. We also saw strong feedback that this mode helped players learn at their own pace without the ups and downs of being teamed up with randoms. During the test, we were able to collect valuable and specific feedback across several areas. The most commonly discussed points raised by our players were Recon pressure, vehicle impact, and pacing. Recon tools, particularly drones, were frequently mentioned as being highly valuable due to their strong situational awareness. We observed a large number of players choosing the Recon class during the test, making it a clear meta choice. We will be reviewing how class balance and gadget behavior affect solo play specifically. Vehicles also generated mixed feedback from the weekend, especially combat vehicles. Some players enjoyed the added chaos they introduced, while others felt they could swing fights too heavily when there isn’t a squad available to coordinate counters. We’re continuing to evaluate the role of combat vehicles in Solos specifically, including how they influence fairness, counterplay, and overall match flow. We will share information as that work continues. We also saw how Solos naturally changed how players approach engagements and movement throughout a match. Without the additional support from squadmates, decision-making became more independent, and pacing evolved differently across each phase of the game. We’re reviewing how systems such as player count, early match flow, and circle behavior shape that experience, and how we can best support a variety of playstyles. Beyond those topics, we’re also exploring how broader systems interact in Solos mode. This includes reviewing how mission rewards and progression incentives influence player behavior and how resource availability impacts decision-making throughout different phases of the game. Battlefield Labs continues to be an important tool for us to experiment with ideas like these and gather feedback before making larger changes. We’re continuing to evaluate the areas highlighted during this test, make adjustments where needed, and use those learnings to help determine when Battle Royale Solos returns. Portal Today, we’re excited to share a brand-new update to Portal, available on April 14th with the Hunter/ Prey update. Introducing Portal Gadget for Battlefield 6 and REDSEC custom experiences. Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Until now, there hasn’t been an intuitive way for players to activate custom logic whenever they choose. There’s no true “Portal button,” and most inputs are already tied to core gameplay or limited to specific contexts. This has led creators to rely on fixed Interact Points, force players into specific locations, or use clunky workarounds like “crouch to confirm,” a solution that’s been all too common in 2042. Portal Gadget changes that. Designed specifically for Portal, the gadget can be added to a player’s inventory via script, giving creators full control over when and how it’s introduced. Players equip it just like any standard gadget, but instead of performing a traditional in-game action, it becomes a powerful trigger for custom events. With TypeScript, creators can spawn or equip the gadget, bind custom gameplay scripts to its inputs and events, and activate those behaviors seamlessly during gameplay. Behind the scenes, it connects directly to your Portal Experience Logic Script, allowing you to define exactly what happens when and where it’s used. No more workarounds. No more compromises. Portal Gadget unlocks more intentional, responsive interactions, making it easier than ever to build dynamic, immersive experiences that behave exactly how you want them to. As a quick reminder, be sure to check out the attached README and PortalGadgetExample in the SDK when the Portal Gadget is released. It covers everything you need to get started, including available events, how to grant the gadget, and other technical details. Community Highlights Battlefield Portal continues to be one of the most active spaces for new experiences across Battlefield 6, with a growing mix of community-made creations and featured events. There are more ways to jump in and play than ever before, and we wanted to highlight a few of the experiences available now. Jungle Breach Breakthrough Created by: mfnboomstick Experience Code: ZP54S Battle through a dense jungle canyon near an outdated section of the U.S. border wall, where tight lanes, layered cover, and constant close-quarters pressure turn every push into a hard-fought advance. Jungle Breach Conquest Created by: mfnboomstick Experience Code: ZKVRR Fight for control of key objectives near an overgrown and under-patrolled section of border wall, where the U.S. military and Pax Armata clash across a battlefield that mixes dense terrain with exposed contested ground. Winter Offensive - Conquest Created by: andy6170 Experience Code: ZSEKG Step into a snow-covered version of Conquest with Winter Offensive, a custom experience that brings frosted battlefields, colder conditions, and a different visual atmosphere to large-scale warfare. Fort Lyndon Conquest Created by: kurtinthegrind, andy6170, and Byarlant Experience Code: ZD7HY Take on a large-scale Conquest battle across Fort Lyndon, featuring vehicles, urban fighting, air combat, and naval engagements spread across multiple parts of the map. This experience is available to all players, including those who only have Battlefield REDSEC. BattleGolf Created by: Nodone_00 Experience Code: ZT9HB Trade the battlefield for the fairway in BattleGolf, a playful Portal experience where up to four players can grab their clubs, line up their shots, and take on the course in a completely different kind of competition. Keep the Feedback Coming Thank you for continuing to share your feedback, clips, reports and discussions with us. Whether you’ve been jumping into Nightfall, taking part in Battlefield Labs, or diving into REDSEC, your input continues to help shape how we move forward. We’re continuing to look ahead at what’s next beyond this season, including the arrival of Golmud Railway. We’ve also been testing vehicle control updates and broader vehicle improvements in Battlefield Labs, and early signs suggest they’re steering in the right direction. We’re looking forward to sharing more on both in a future update. If you have any bugs to report, please share them on our EA forums. You can also join the conversation and connect with us on the Battlefield Discord, and find additional information, guides, and seasonal stat reports on our website. 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.211Views1like2CommentsBATTLEFIELD 6 GAME UPDATE 1.2.2.5
Update 1.2.2. 5, arriving on Tuesday, March 31, delivers minor bug fixes and stability improvements. It addresses visual issues, matchmaking problems when joining friends, and fixes across maps, REDSEC, and UI elements, along with general crash fixes. CHANGELOG ATTACHMENTS: Resolved an issue where the soldier's hand would sometimes block the view on some variable scopes. MATCHMAKING: Corrected an issue that prevented players from joining friends’ in-progress sessions via the Steam system interface. MAPS & MODES: Corrected an issue where the NVG effect appeared unintentionally when switching between soldiers while spectating. Resolved an issue where the C-RAM emplacement for the PAX faction was not correctly showing on Eastwood. Corrected an issue where additional soldiers would be present behind the active squad in the pre-game insertion screen on Hagental Base. REDSEC: Resolved an issue that prevented players from automatically picking up Grenades while looting in REDSEC. Resolved an issue that resulted in loot disappearing shortly after spawning. STABILITY: General improvements have been made towards crashing and stability issues. UI & HUD: Resolved an issue that caused match and performance statistics, along with your squad information, to display incorrectly on the End of Round screen. 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.348Views5likes4CommentsBATTLEFIELD 6 GAME UPDATE 1.2.2.0
Battlefield 6 Season 2: Nightfall launches alongside Game Update 1.2.2.0, introducing new content across Battlefield 6 and REDSEC. On March 17, at 09:00 UTC, players will be able to download the update, with Season 2: Nightfall updates and challenges becoming available. At 12:00 UTC, all Battlefield 6 Season 2: Nightfall content goes live, including new map content, limited-time modes, weapons, vehicles, REDSEC expansion updates, and seasonal events. Nightfall brings darkness mechanics into multiplayer and REDSEC, expanding underground combat spaces and introducing new traversal and visibility gameplay features. New Map: Hagental Base Plunge beneath the surface and prepare for gripping underground close-quarters combat. Blast through walls or cave in ceilings to flank and ambush enemies lurking in the tunnels. Hagental Base leans heavily on infantry-based squad tactics. Think about ambushes in the corridors and playing to each Class’s strengths as you take control of this newly discovered base. New Limited-Time Modes Nightfall brings in a new playlist where squads can compete in a mix of Team Deathmatch, Squad Deathmatch, and Domination matches on Hagental Base. All matches will take place with Nightfall’s Darkness modifier active where it cuts most of the Hagental Base’s lights out; your survival during Nightfall depends on your ability to see through the dark, through Night Vision Goggles and using the environment to your benefit. Gauntlet: Nightfall: Set within Hagental Base, this version of Gauntlet emphasises darkness mechanics and elimination-style progression. Squads compete across intense underground rounds where flashlights and Night Vision Goggles are essential to maintaining control and advancing through the ranks. Red Bull Supermoto (REDSEC Limited-Time Event): Arriving later in Season 2, this high-speed Gauntlet-style experience focuses on dirt bike racing. Eight players enter, competing across three knockout rounds. By the final stage, only four remain to battle for Red Bull in-game rewards in a fast-paced elimination showdown. Secret Complex Unearthed at Fort Lyndon Fort Lyndon expands with the addition of Defense Testing Complex 3, a newly accessible underground sector beneath the main battleground. This secret chemical testing facility introduces a network of tunnels that serve both as traversal routes and high-stakes close-quarters combat zones. The new sector features higher rarity loot opportunities, encouraging squads to push deeper underground and leverage improved equipment to dominate the darkness. New Vehicles M1030-M1 and TM/O 450 Dirt Bikes: Two-seat light transport vehicles built for speed and manoeuvrability. Available in faction-specific variants for NATO and Pax forces, these bikes enable rapid repositioning, flanking manoeuvres, and swift escapes across both Battlefield 6 and REDSEC environments. New Weapons CZ3A1: A high rate-of-fire SMG designed for aggressive close-quarters engagements. Ideal for fast pushes and confined firefights. vz. 61: A fully automatic sidearm with a rapid fire rate, best suited for extremely short-range combat scenarios where quick reaction speed is critical. Battlefield 6 Free Trial From March 17-24, Battlefield 6 will be free* for all players. Wage war across the rocky terrain of Contaminated or descend into the underground corridors of Hagental Base. Choose from four maps and six available modes, including large-scale Conquest battles and Nightfall-enabled experiences in Domination and Team Deathmatch. Download Battlefield REDSEC, squad up, and create your Only in Battlefield moment. Major Updates for 1.2.2.0 Vehicle Gameplay Improvements: Added light transport vehicle “deturtling”, improved helicopter landing stability, refined vehicle camera behaviour, increased tank braking power, and boosted UH-79 survivability across multiplayer. Portable Mortar and Gadget Updates: Expanded Portable Mortar deployment rules to HQ areas, improved minimap visibility and direct-hit effectiveness, and introduced updated Anti-Tank Mine limits and despawn rules for better battlefield balance. AI Behaviour and Vehicle Usage Enhancements: Expanded AI vehicle usage to bikes and scout helicopters, improved pathfinding on Contaminated and Eastwood, refined combat priorities, and improved helicopter flare usage and anti-air handling. Maps and Mode Fixes: Addressed multiple exploits, spawn logic issues, traversal bugs, and invalid-state problems across Mirak Valley, Siege of Cairo, Eastwood, and Contaminated. Progression and Battle Pass Reliability: Delivered a broad progression consistency pass, correcting Battle Pass tiers, token calculations, End of Round rewards, accolade tracking, challenge criteria discrepancies, and stat inconsistencies. UI, HUD and Front-End Improvements: Improved threat prioritisation, ping feedback, downed-state clarity, profile navigation, loadout presentation, and resolved numerous visual inconsistencies across Battle Pass, challenges, and menus. Audio and Squad Expansion: Introduced the Strix Raiders squad with four unique voice performances, improved footstep clarity and spatialisation, refined vehicle and jet mix balance, and added new Stereo Width customisation options. CHANGELOG PLAYER: Allowed players to change stance earlier during Drag & Revive and improved animation responsiveness. Corrected an issue where some onboarding tutorials did not trigger even after meeting criteria. Corrected an issue where the “Debris Kill” accolade failed to trigger under correct conditions. Improved alignment for first-frame melee animations for smoother transitions. Improved first-person arm alignment when crawling and throwing two-handed gadgets. Improved first-person vault animations onto mid-sized obstacles and refined blending into locomotion. Improved melee responsiveness so hands no longer lag during first-person animations. Improved squad management flow so creating a squad during End of Round no longer returns the entire party to the front end. Improved tutorial flow so the sprint crouch tutorial now triggers correctly after meeting its criteria. Players operating a deployed mortar can now be roadkilled by air vehicles. Prevented Razer haptics from persisting after interrupted weapons swaps when reloading. Resolved an issue where attempting to melee while pressing zoom simultaneously could prevent the attack from triggering. Resolved an issue where entering a ladder positioned above the soldier could launch the player sideways. Resolved an issue where scope glint would sometimes not display at long range when aimed at by an enemy sniper. Resolved an issue where sprint vaulting over deployable cover placed near a vehicle could launch the soldier unexpectedly. Resolved an issue where the Assault's “Rally Squad” ability would not apply its effects. Resolved an issue where the camera could remain suspended mid-air if revived immediately after a vehicle explosion. Resolved an issue where the crosshair would not appear while sprinting and firing an SMG equipped with a hand stop attachment. Resolved an issue where the first-person pose could become static when performing a Combat Dive while holding a grenade. Resolved an issue where the parachute could fail to appear when deployed after exiting a jet. Resolved an issue where the player could receive fire damage from greater distances than visually indicated. Resolved an issue where the soldier could get stuck flying without control when attempting to enter a ladder from Combat Dive. Resolved an issue where the soldier could slide unintentionally if revived during the death animation. Resolved an issue where typed chat text could intermittently fail to appear in the input field. Resolved an issue where vaulting through bus windows could cause the soldier to be launched. Resolved body clipping issues in first-person during parachute landings and while ziplining. Uniform Aiming now ignores minor FOV shifts caused by weapon firing and instead calculates sensitivity purely based on zoom level magnification for improved consistency. Updated walking weapon movement while zoomed to add physicality based on weapon archetype. Movement now scales without causing reticle deviation from the camera centre and is clearly tied to attachments affecting moving dispersion. Networking & Hit Registration Improvements Applied networking optimisations to improve bullet data transmission efficiency. Improved Time Nudge reliability to reduce instances of dying behind cover and inconsistent hit registration, particularly under unstable system or network conditions. Increased the number of damage events processed per network update to improve hit registration consistency. Increased the Time Nudge interpolation window for more accurate and stable movement prediction. Resolved an issue where lethal damage screen effects could appear delayed, improving kill feedback timing. Updated the Netgraph to display valid server bullet rejection as red squares instead of crosses for clearer diagnostics. VEHICLES: Added vehicle “deturtling” functionality for light transport vehicles. Using steering controls now apply rotational force to the vehicle, allowing it to flip over and continue driving. Added the M1030-M1 and TM/O 450 Dirt Bikes. Corrected missing decals for the MH350 Scout Helicopter (PAX). Decreased speed of the IFV, MBT & Attack Heli Aim Guided Missiles. Improved decal zoom behaviour in vehicle customisation across multiple vehicle types. Improved helicopter landing stability to prevent the vehicle from sliding across surfaces. Improved physics for decorative parts of vehicle skins and how they react when taking damage. Improved transport vehicle camera behaviour when driving through objects. Improved vehicle camera collision to prevent environment clipping. Increased braking power for tanks. Increased health of the UH-79 by 20% across all multiplayer modes (excluding Battle Royale). Prevented entry into a capsized RHIB. Resolved an issue where scout helicopter tracers could be seen behind the muzzle. Resolved unintended player ejection from overturned vehicles. Restored driver zoom functionality for Transport Vehicles. Restricted scout helicopter passengers from using Engineer rocket launchers. GADGETS: Anti-Tank Mines now despawn 180 seconds after their owner is eliminated. Corrected an issue where the Gas Mask could appear available on maps without Psy Gas. Corrected an issue where the SLM-93A “New” marker would not clear after viewing the gadget. Corrected placeholder previews for select gadget skins. Improved AN/M14 Incendiary Grenade fire behaviour when obscured by geometry. Improved Portable Mortar minimap zoom for better bombardment awareness. Improved T-UGS spotting persistence after owner respawn. Increased friendly drone icon visibility from 50m to 150m. Increased Portable Mortar HE shell effectiveness against stationary weapons (Mortars, emplacements, etc) and vehicles on direct hit, as well as infantry under heavy fire. Limited Anti-Tank Mines to 6 active per player. Portable Mortar can now be deployed within HQ areas. Prevented Mortar deployment outside combat areas. Prevented players from earning points by destroying their own supply box using the defib gadget. Resolved an issue where proximity gadget minimap pulses could be visible to players who joined a match late. Resolved an issue where the “Needs ammo” icon could incorrectly display on the local player while playing Support. Resolved an issue where the AN/M14 Incendiary Grenade could apply fire damage outside its intended visual range when obscured by geometry. Resolved an issue where the M4A1 SLAM would not highlight correctly when targeted by the Recon Drone or Hardware Suppression System. Restored missing Gadget Skins that were not correctly granted under certain circumstances. Restored the 9K38 IGLA scope icon in the Loadout screen. Restored the MBT-LAW default skin in the Customise screen. WEAPONS: Added the CZ3A1 SMG. Added the Hybrid Sight attachment for the CZ3A1 and adjusted the sight positioning on the M121 A2. Added the vz. 6.1 automatic sidearm. Added 50 mW Violet laser weapon attachment. Added Taclight - Hip rifle weapon attachment. Added Taclight - Aimed rifle weapon attachment. Added Taclight - Aimed pistol weapon attachment. Adjusted DB-12 recoil values to align with intended performance. Adjusted grip positioning on the KORD 6P67 to prevent clipping. Corrected misaligned attachment indicators and icons on multiple weapons. Improved bipod behaviour in third person for the M250. Improved consistency for the bipod recoil animation. Improved reload rattle sound effects for the B36A4. Improved third-person M121 A2 reload presentation and hand placement. Resolved an issue where attachments on picked-up weapons could appear misaligned. Resolved an issue where attempting to aim down sights after reloading the VCR-2 could temporarily misalign the weapon pose. Resolved an issue where bipod recoil behaviour could incorrectly carry over previous firing state settings. Resolved an issue where dispersion was too high when re-entering ADS shortly after previously leaving ADS. Resolved an issue where the M250 bipod behaved incorrectly in third-person view. Resolved an issue where weapons displayed in menus, pickups, and dropped states could show incorrect attachment placement due to presentation inconsistencies. Resolved incorrect weapon presentations across menus, pickups, and dropped states. Resolved multiple third-person reload clipping issues for the M121 A2, including improved hand placement during reload animations. MAPS & MODES: Improved Firing Range dummy reset behaviour. Improved Firing Range target dummy hitbox accuracy. Resolved an issue where the Mobile Sync Tournament leaderboard did not update correctly. Restored Breakthrough Initiation visibility in Training Grounds. In Team Death Match, corrected an announcer callout that incorrectly reported an enemy tank in the area when no tank was present. Resolved an issue in Breakthrough on Mirak Valley where players were unable to spawn on Point A in Sector 2 while the enemy team was capturing Point B. Resolved an issue in Breakthrough on Siege of Cairo where Defenders were unable to deploy on Point B while Point A was contested or captured in Sector 3. Resolved an issue in King of the Hill on Eastwood where a large hole at the NATO spawn location could cause players to fall into an invalid state. Contaminated Improved AI vehicle usage at the NATO HQ so AI soldiers can now correctly operate vehicles in this location. Resolved an exploit in Escalation that allowed players to clip under the map and shoot through terrain while remaining hidden and unkillable. Resolved an issue where destroying the bridge could instantly eliminate the player. PROGRESSION: Added 5x 15 Career XP Boosts and 4x Battle Pass XP Boosts as Career Rank rewards, these are now split between Rank 3 and 23 (Dev Comment: These were live in the previous patch but the note has been carried forward for documenting purpose) Camo unlocks are moved from mastery ranks 20/30/40 to 5/15/30 respectively. Corrected challenge reroll functionality when accessed via inbox deeplink. Corrected discrepancies between in-game and documented criteria for multiple Weekly and Daily challenges. Corrected discrepancies between in-game and documented values for “Matches Played” (Career Total Stats) and the “Gunner Kills” accolade in player statistics. Corrected incorrect Battle Pass and Bonus Path point calculations at End of Round. Corrected incorrect XP rewards granted at End of Round for specific Daily Missions. Corrected multiple accolade tracking inconsistencies for: “Top Brass (Highest Scorer Kill)”, “Blindside”, and “Death Mark”. Corrected progression tracking for repeated weapon pickups in Collector Trophy. Corrected rocket launcher damage tracking for related challenges. Further reduction of XP requirements for sidearm ranks by an average of 60%. New XP Curve, with a reduced XP requirement, about twice as fast in the early ranks and 15% faster in total.509Views2likes8CommentsBATTLEFIELD 6 GAME UPDATE 1.2.1.5
Game update 1.2.1.5 focuses on quality-of-life improvements, stability fixes, and resolving several issues across gameplay, UI, Battle Pass, and Battle Royale. This update also restores missing Store content and addresses critical revive and gadget interactions. Update 1.2.1.5 will arrive on Tuesday, March 3rd. Major Updates for 1.2.1.5 Implemented additional stability improvements to reduce client crashes. Improved frontend tile loading times for a smoother menu experience. Restored missing Store items to player inventory from the Bountiful Harvest, Pax Vanguard, and Devil Dogs bundles. CHANGELOG PLAYER Addressed a crash that could occur during camera behaviour transitions. Implemented further stability improvements to reduce client crashes. Resolved an issue where initiating a revive while equipping a mask could cause the mask to remain in hand and block weapon usage. Restored previously owned items that had disappeared from player inventories, including content from the Bountiful Harvest, Pax Vanguard, and Devil Dogs bundles. WEAPONS Improved the visual fidelity of the Objective Ace skin when viewed at longer distances. MAPS & MODES Updated spawn logic with an additional out-of-combat area check to prevent unintended spawn locations. UI & HUD Corrected an issue where the Tier Skip deeplink in the Bulletin directed players to an empty Store screen. Improved frontend tile loading times to reduce delays when navigating menus. Resolved an issue where Battle Pass rewards on the active path could display placeholder text or missing icons. PORTAL Addressed a crash related to area validation checks. REDSEC PLAYER Resolved an issue in Battle Royale where the Tracking Pulse Recon trait could activate when destroying any deployable gadget. UI & HUD Addressed an issue in Battle Royale Duos where pings were not displayed in the elimination feed. AUDIO Resolved an issue in Gauntlet where Gas Mask voice-over lines would play while inside armoured vehicles. 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.221Views2likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.2.1.0
BATTLEFIELD 6 GAME UPDATE 1.2.1.0 Season 2 begins February 17th with Game Update 1.2.1.0, introducing a new map, limited-time modes, the Little Bird helicopter, weapons, gadgets, and progression to Battlefield 6. At 09:00 UTC, players will be able to download the update, with Season 2 challenges becoming available. At 12:00 UTC, all Season 2 content goes live, including new game modes, map, weapons, tiles, the Battle Pass, and additional progression content. New Map: Contaminated A large-scale European mountainside battlefield set around a strategic German airbase. Supports all combat sizes Includes land vehicles and helicopters Available across Conquest, Breakthrough, Escalation, Squad Death Match, and Strikepoint New Limited-Time Modes Season 2 introduces a set of limited-time experiences built around VL-7, a new psychoactive smoke weapon spreading across multiple battlefields. As contaminated zones emerge, squads must adapt their tactics, manage masks and filters, and fight for control in increasingly hostile environments across multiplayer, Battle Royale, and Gauntlet. VL-7 Strike: A limited-time mode where the psychoactive smoke VL-7 spreads across select areas in multiplayer and REDSEC. Players must use masks and manage their filters carefully, as running out will leave them exposed to VL-7’s disorienting effects. Battle Royale - Synthesis: Smoke engulfs Fort Lyndon, transforming the battleground. Fight and loot within contaminated zones while securing masks and filters to survive the smoke’s effects. Gauntlet: Altered State: Gauntlet returns with a new twist. Squads compete in a knockout-style elimination format while navigating psychoactive smoke and racing to complete missions under pressure. New Vehicle AH-6 Little Bird: The iconic attack helicopter returns for NATO forces, offering high mobility and lethal firepower in skilled hands. New Weapons M121 A2: A belt-fed machine gun delivering high damage, especially effective at close range. GRT-CPS: A semi-automatic designated marksman rifle designed for mid- to long-range engagements, featuring a high-capacity magazine for sustained fire. VCR-2: A short-range assault rifle with a rapid rate of fire, built for intense close-quarters combat. New Gadgets 9K38 IGLA: A lock-on, anti-air missile launcher that requires active guidance from engineers to stay on target. Provides superior missile maneuverability to adept users. HTI-Mk2: A short- to medium-range Recon device that can detect and reveal enemy gadgets, overload recon drones, and neutralise incoming rockets. Protective Mask: Essential equipment for contaminated zones, protecting players from psychoactive smoke. Additional filters can be acquired and equipped to extend protection time. Battle Pass & Progression Season 2 Battle Pass: Instantly unlock 6 rewards and progress through 4 themed paths featuring new hardware, weapon packages, soldier skins, XP boosts, and more. Complete all paths to unlock the Ultimate Path. BF Pro: In addition to the regular Battle Pass, BF Pro includes 6 instant unlocks, 25 tier skips, BF Radio, Portal Server Hosting, and access to an exclusive bonus path with additional tactical rewards. Game Update 1.2.1.0 delivers over 240 gameplay improvements and quality-of-life fixes across nearly every part of Battlefield 6. These changes are shaped by community feedback and real match data, with a focus on improving weapon handling, movement, vehicles, gadgets, UI, audio, and overall gameplay reliability. This update continues our ongoing commitment to improve consistency and reliability across the core Battlefield experience. Major Updates for 1.2.1.0 Weapon Balance and Recoil Improvements: Delivered a broad recoil tuning pass across automatic weapons, alongside targeted balance fixes to improve consistency, role clarity, and long-term weapon handling. Movement and Traversal Fixes: Improved soldier movement predictability with refined acceleration, slide and jump behaviour, smoother vaulting logic, and improved ladder animations in both first- and third-person. Vehicle and Gadget Reliability: Resolved multiple issues affecting vehicles and gadgets, including anti-vehicle interactions, drone behaviour, deployables, and vehicle damage feedback. Maps and Mode Fixes: Addressed numerous map exploits, traversal issues, capture logic problems, and world reset bugs across Conquest, Breakthrough, Strikepoint, Gauntlet, and other modes. UI, HUD and Progression Polish: Introducing a new stat screen in the Player Profile, as well as Improved clarity and reliability across the HUD, Battle Pass, challenges, End of Round flow, matchmaking, and party systems. Portal Stability and Tooling Updates: Fixed a wide range of issues affecting Portal creation tools, scripting, mutators, assets, exploits, and server stability. Audio, Visual and Stability Improvements: Improved audio reliability, visual consistency, cosmetic presentation, and overall game stability across platforms. AREAS OF IMPROVEMENT As part of Update 1.2.1.0, we've made improvements to both how recoil behaves at a system level and how recoil is used to balance automatic weapons. Since launch, recoil compensation could feel inconsistent in certain situations. In some cases, the amount of aim input required to counter recoil did not reliably match the recoil being applied, which could make weapons feel harder to control than expected. While improvements were made during Season 1 to reduce the most extreme cases, some inconsistency could still be noticeable during regular gameplay. With this update, recoil compensation has been made fully consistent, ensuring that the aim input required to counter recoil now correctly matches the recoil applied. This results in more predictable and reliable weapon handling. Separately from this systemic fix, we've also made a broad recoil tuning pass across automatic weapons. Recoil is one of the main ways we balance weapons across different engagement distances: higher-damage weapons are intentionally harder to control, while lighter weapons trade raw power for ease of use and consistency. Over time, we saw this balance starting to drift once we looked at how these weapons were actually being used in live matches across common combat ranges. This tuning pass brings recoil behaviour back in line with each weapon's intended role. You should expect automatic weapons to feel more consistent and better differentiated across ranges, with higher-impact weapons demanding more control and positioning, while others remain reliable and forgiving in closer engagements. CHANGELOG PLAYER: Adjusted the acceleration curve of slide and jumps to better account for the player's speed when entering a slide or a jump. All squad members now display animated health icons when downed, clearly indicating who is able to revive you. Fixed a matchmaking error that could occur when a player left the party while the party leader was already in a match. Fixed a movement extrapolation issue that could cause other soldiers to appear jittery when traversing uneven terrain or changing states. Fixed a rare issue where melee could become unusable if switched to immediately after being revived. Fixed an issue where a player’s legs could clip through thin walls or objects when backpedalling into them. Fixed an issue where a soldier could become invisible and continue moving after dying in a swimming pool. Fixed an issue where a victim’s facing direction could be briefly incorrect when starting a melee takedown on a prone target. Fixed an issue where accepting a squad invite on Xbox could unintentionally select a highlighted tile in the main menu. Fixed an issue where Battle Pickups would sometimes be dropped after being revived. Fixed an issue where deployable Gadgets could be used while on a zipline. Fixed an issue where equipping a camo skin on one vehicle could cause vehicle thumbnails or icons to incorrectly appear camouflaged across all vehicles. Fixed an issue where melee animations could break when initiated immediately after exiting a vehicle in first-person. Fixed an issue where revived players could occasionally receive an unintended weapon state. Fixed an issue where soldiers could be launched unexpectedly when entering a ladder positioned above the camera. Fixed an issue where stickers were not applied correctly on the War Wolf Legendary weapon package for the L85A3. Fixed an issue where the left hand could be seen floating while doing a takedown with the knife equipped. Fixed an issue where the selected player patch could appear duplicated and incorrectly placed on the backpack when using the Veritas Epic skin. Fixed an issue where the Spiteful Mirage skin was missing hair during the End of Round flow. Fixed an issue where the Thunder Engineer skin did not focus the camera on the correct uniform patch location. Fixed an issue where the uniform patch appeared twice on the Peregrine Sniper Epic skin. Fixed an issue where the Wraith Recon skin could become partially transparent in first-person view when starting a match in King of the Hill. Fixed an issue where unlocking characters via the Battle Pass deeplink would not correctly unlock the character. Fixed an issue where unlocking the Brodie character via the Battle Pass deeplink would not correctly unlock the character. Fixed an issue where vaulting onto a vehicle could sometimes destroy it and launch the player unexpectedly. Fixed an issue where weapon pose could fail to update correctly when firing while sprint-jumping. Fixed an issue where weapon switching after being revived could leave players without a usable weapon. The game now prioritises equipping a weapon with available ammunition. Fixed case scenarios where it would sometimes be possible to grab ledges much higher than intended with vault grab Fixed duplicate naming for some of the weapon charms. Fixed excessive mud weathering on the Two-Faced Epic skin’s character model. Improved first-person ladder animations for entering, climbing, and exiting. Improved foot placement when climbing ladders. Improved predictability and consistency of player movement with new acceleration curves instead of linear accelerations. Those updated accelerations retain responsive movement while allowing micro-adjustments of movement (i.e. to peek corners) and ensure that other players' movement looks more correct to improve the quality and predictability of gunfights. Improved the transition of the soldier’s lower body in first-person view when stopping movement. Improved third-person ladder animations, including hand and foot placement on ladders. Improved vault detection near overhangs while airborne. Made animation and logic improvements to vaulting over medium-sized obstacles, refining momentum and smoothing transitions into movement. Prevented players from vaulting back onto the same ladder when jumping down backwards from it. Reduced the intensity of hit reactions while on fire to improve visual clarity during combat. Reduced the maximum slide impulse length by 25% to improve balance and readability during fast movement. Updated the Winter Warning cosmetic to better align with Battlefield’s visual identity. VEHICLES: Disabled angle-based damage mitigation on the Traverser Mark II to better reflect its lighter armour profile. It now takes consistent damage from all directions. Fixed an issue where attack helicopter rocket trails could disappear when firing at long distances. Fixed an issue where helicopter rotary cannon tracers could sometimes originate behind the muzzle. Fixed an issue where jet throttle input could remain active after ejecting from the aircraft. Fixed an issue where tank turret aiming speeds differed between first-person and third-person zoom views. Fixed unreliable bullet collision on Anti-Air vehicle radar dishes. Reduced muzzle flash intensity on Anti-Air Tanks and stationary Anti-Air weapons when zoomed in. You can no longer move vehicles forward or backward while the Big Map is open, preventing input conflicts with map zoom controls on controllers. GADGETS: Fixed an issue where Anti-Tank Mines could fail to deploy correctly in first-person view. Fixed an issue where attached M4A1 SLAM AV Mine explosives on the XFGM-6D Recon Drone did not correctly affect battery life or top speed. Attached explosives now behave consistently and detonate when the XFGM-6D Recon Drone is destroyed. Fixed an issue where the RPG-7 and the MBT-LAW launchers would be inaccurate if fired right after the zoom transition is completed. Fixed an issue where the Smoke Grenade was missing from the Support class Loadout #2. Fixed an issue where the XFGM-6D Recon Drone could be destroyed when its operating soldier was downed. Fixed an issue where the CSB IV EOD Bot could instantly regain an ammo charge when destroyed. Fixed an issue where the LTLM II Portable Laser Designator could prioritise already-painted targets instead of the vehicle being aimed at. Fixed an issue where the Repair Tool torch flame video effect was misaligned in third-person view using non-default FOV values. Fixed an issue where the Repair Tool would not repair vehicles when targeting glass components. Fixed an issue where the RPG-7 could fire unintentionally when switching weapons after releasing the trigger. Fixed a bug that prevent the player from returning properly to the previous weapon after throwing a supply pouch and would keep throwing more supply pouches Improved consistency when destroying Anti-Tank Mines and M4 SLAM AV Mines with explosives. Clearing out minefields should be easier and more consistent using a tank. Improved consistency of Defibrillator revives detection on stairs and uneven terrain. WEAPONS: Adjusted in-world spotting range when firing a weapon without a suppressor or flash hider, reducing it from 75 to 54 metres. Adjusted minimap spotting range when firing suppressed weapons, increasing it from 15 to 21 metres to better align with intended balance. Fixed consistency with recoil compensation, making sure that the amount of aim input needed to compensate for recoil matches the amount of recoil. Fixed a visual issue with the standard fire mode on the SL9 being incorrectly set to safe; it is now set to full auto by default. Fixed an issue where locked weapon skins could be used in the Firing Range. Fixed an issue where shooting the first target dummy could generate particle effects at the player’s position. Fixed an issue where the 5 mW Green Laser was too expensive to equip on the DRS-IAR. Fixed an issue where the Flashlight could appear slightly misaligned when equipped on the MP5. Fixed an issue where the LA-23 Laser pad could appear floating when equipped on the RPKM. Fixed an issue where Scope glints and laser sight lens flares would be visible through the cover of smoke grenades. Fixed inconsistent knife melee timing to improve reliability during close-quarters combat. Fixed multiple weapon attachment visual issues, including lasers, flashlights, and optic alignment. Fixed the LMR27s Fast 15- and 20-round magazines not reducing reload time as intended. Fixed the SGX RO-M 1.75x sight to function consistently with other weapons. Fixed visual issues with bolt-action rifle animations, including intrusive ADS motion and incorrect finger placement. Improved scope glint orientation at long distances so enemy aim direction is more accurately telegraphed. Knife takedowns against enemies who are prone on their back now correctly connect with the defender. Reduced the Mini Scout muzzle velocity from 880 to 800 m/s. Reduced the Mini Scout limb damage to better align with lower-torso damage values. Updated the M433 Level 50 Mastery Package to use the correct magazine mesh. Updated the Range Finder custom zeroing to not apply its effect instantly; it now requires a short delay before taking effect. Updated player-facing descriptions for non-sniper grippod attachments to better reflect their gameplay effects. Updated player-facing name of the TR-7's fluted barrel to match the formatting of its other barrels. Weapon Recoil Tuning: Adjusted recoil behaviour across automatic weapons to better reflect real combat ranges and ease-of-use expectations, improving ranged consistency while preserving intended weapon roles. AK-205: Adjusted recoil behaviour to better match expectations for a 5.45×39mm weapon, with minimal impact on overall handling. B36A4, L85A3, M433, SOR-555 MK2: Reduced recoil randomness, improving consistency and effectiveness at longer ranges. DB-12: Increased rate of fire and faster pump action to improve reliability in close-quarters combat. L110: Reduced recoil to reinforce the handling differences between belt-fed Machine Guns and Assault Rifles. LMR27: Increased damage at close to mid ranges to better reward accurate headshots. M123K: Reduced recoil to improve sustained-fire control and reinforce its role as a belt-fed Machine Gun. M277: Reduced recoil, improving effectiveness at range. M417 A2, QBZ-192: Reduced recoil randomness to ensure they remain competitive relative to updated Assault Rifles. PW5A3, SGX: Increased recoil, making them slightly harder to control and less precise at longer distances. PW7A2, USG-90: Adjusted recoil behaviour to improve effectiveness at range while slightly increasing handling difficulty up close. SCW-10: Increased recoil to reduce effectiveness at range and reinforce its close-quarters role. SG 553R: Increased recoil to limit effectiveness at range and better align with its strong close-range performance. SOR-300SC: Adjusted recoil to ensure it remains competitive alongside updated Assault Rifles. MAPS & MODES: Added Rush as a new mode to Mirak Valley. Fixed an issue in Escalation on Operation Firestorm where vehicles would not spawn at HQ as intended. Fixed an issue in Squad Deathmatch where locked squads could cause the scoreboard to appear partially empty. Fixed an issue in Sabotage where attackers could reach elevated positions and spawn-camp the defending team on Blackwell Fields. Fixed an issue in Sabotage where attackers could spawn within direct line of sight of defenders when deploying at HQ on Blackwell Fields. Fixed an issue on Siege of Cairo where players could reach the top of buildings in Sector D3 using the Deployable Cover gadget. Fixed missing water and visual issues in several swimming pools across Eastwood. Manhattan Bridge Fixed an issue where destroying a garage by D objective could trigger a whiteout effect across the map. Fixed an issue where destroying an office building by F objective could incorrectly trigger a blackout and cause other players to see random colors and bright lights across the map. Fixed an issue where destroying parts of a plaster ridge at C objective could expose occlusion problems, causing large sections of the map to disappear when viewed from certain positions. Fixed an issue where players could stand on top of the bridge, creating unintended gameplay advantages. Fixed an issue where points of interest on the minimap were incorrectly labelled as “Dumbo” instead of Manhattan Bridge. Empire State Fixed an issue where players could capture Point B (Sector 2) on Breakthrough from an unintended upper floor. Fixed an issue where players could place the Assault Ladder on invisible collision near the NATO HQ. Fixed an issue where players could reach unintended areas above the D flag after being launched into the air. Strikepoint Fixed an issue on Liberation Peak, Operation Firestorm, and Iberian Offensive where multiple world and vehicle assets would not restore correctly after the halftime world reset. Fixed an issue where matches could end prematurely when teams were tied at 5:5. Fixed an issue where players joining a match late could spawn under the map. Fixed a rare issue where a wiped team could be incorrectly awarded a point. Added the Scout Helicopter to the following maps and modes: Conquest Manhattan Bridge Operation Firestorm New Sobek City Mirak Valley Escalation Manhattan Bridge Eastwood Operation Firestorm New Sobek City Mirak Valley PROGRESSION: Battle Pass Tokens are now earned more quickly through Career XP and Weekly Challenges, allowing for faster progression through regular gameplay. Fixed an issue where rerolling challenges could become unavailable when switching between the Battle Pass and Daily Challenges. Fixed an issue where the assignment tracker did not correctly track missions from the Unit page. Fixed incorrect tracking for multiple weekly and assignment-based challenges. Fixed multiple issues with challenge criteria displaying or progressing incorrectly across REDSEC Gauntlet and Weekly Challenges. Fixed incorrect progress display for Week 2 challenges. Fixed an issue where exploration assignments could complete with fewer actions than intended. UI & HUD: Engineer icon changed to improve readability and make role more clear based on community feedback. Fixed a localisation issue where the Loadout Zeroing and Attachment prompts could overlap in several languages. Fixed an incorrect icon for the M3A3 Bradley. Fixed an issue causing Field XP UI animations to trigger too frequently. Fixed an issue causing low minimap shadow quality and rendering artefacts on some multiplayer maps. Fixed an issue on PC where the Big Map displayed keyboard and mouse icons even when using a controller. Fixed an issue where Battle Pass points earned from weekly missions were not reflected correctly on the End of Round screen. Fixed an issue where Battle Pass progression tokens were not updating correctly on the End of Round screen after completing Bonus Paths. Fixed an issue where closing the pause menu from the Deploy Screen using a controller could immediately reopen it. Fixed an issue where completed assignments could appear incorrectly sorted as completed on the End of Round screen. Fixed an issue where equipping or previewing gadgets and melee weapons could cause them to appear under the vehicle section in the Loadouts screen. Fixed an issue where locked Battle Pass rewards could appear stuck in the Loadout screen after navigating back from the Battle Pass. Fixed an issue where mortar hit indicators and damage numbers were not displayed correctly. Fixed an issue where the Big Map and scoreboard button prompts were missing in Gauntlet End of Round screens. Fixed an issue where the crosshair could briefly display incorrect spacing when switching weapons. Fixed an issue where the gunner seat aiming indicators on attack helicopters remained static while the helicopter was moving, leading to incorrect aiming feedback. Fixed an issue where the “Go to Store” button prompt was not functional for vehicle customization on PlayStation 5. Fixed an issue where item previews could persist after exiting Store bundles. Fixed an issue where item rotation and zoom could shift to other items when rapidly switching during inspection. Fixed an issue where the Free-to-Play tutorial for custom loadout access did not trigger correctly under certain conditions. Fixed an issue where the map could flip back and forth when rolling an aircraft. Fixed an issue where the resupply message was not visible even when resource indicators were enabled in settings. Fixed an issue where the revive in-world icon for squadmates could disappear too early. The icon now remains visible until the player is fully dead and no longer revivable. Fixed an issue where the “Show Game Mode Events” option did not function correctly when disabled. Fixed an issue where the “Stay with Squad” option was missing from the End of Round screen. Fixed an issue where the “Steady Aim” prompt unintentionally appeared on Designated Marksman Rifles; it is now shown only on bolt-action rifles. Fixed an issue where the tank damage screen effect would not properly cancel when exiting the vehicle. Fixed an issue where the “Tracked” section could display an incorrect number of tracked missions. Fixed an issue where UI elements could overlap or misalign during fast menu navigation. Fixed an issue where weapon package deeplinks did not navigate to the correct challenge tile. Fixed duplicate ladder indicators appearing on the jet HUD. Fixed enemy lock-on in-world icons displaying incorrect state colours when targeting vehicles. Fixed missing deeplinks for Dog Tags unlocked via challenges or through the Store. Fixed missing or incorrect icon art for several assignment and unit challenge rewards. Fixed inconsistencies between Battle Pass progression shown on the End of Round screen and the Battle Pass menu. Fixed incorrect unit descriptions for select NATO and Pax Armata forces. Fixed missing high-definition feedback when the Phalanx HQ Defence destroyed incoming projectiles in Conquest. Fixed missing or incorrect game mode tiles appearing on launch or after finishing a match. Fixed multiple issues causing in-world icons to flicker, including look-at, occlusion, and delayed occlusion updates. Fixed new reward markers not resetting correctly when switching between Season and Bonus Paths. Fixed player pickup request icons not displaying correctly. Improved readability of missile intercepted indicators. Improved the revive in-world progress bar to more closely match the downed player’s screen, reducing the gap where a revive was no longer possible but still appeared active. Reduced delay of UI hit indicators showing up when a hit has been confirmed. Reorganised killer information on the kill card to improve readability. Season 2 introduces a new stat screen in the Player Profile, featuring Career Total, Career Best, and Accolade stats. Each of these three screens showcases a variety of detailed statistics. The Career Total stats header includes both overall totals and breakdowns by game mode, while Career Best stats are tracked for both "In a Match" and "In a Life" categories. SETTINGS: Added an accessibility option for flash and stun grenades that replaces the white flash effect with a black screen effect, reducing sudden brightness while preserving gameplay impact. This option can be enabled in the Accessibility settings. PORTAL: Fixed a memory leak that could occur when specific scripting events were triggered repeatedly. Fixed an exploit that allowed players to farm excessive XP by repeatedly destroying AI-spawned vehicles. Fixed an issue where Battle Pickups spawned via Loot Spawners were missing minimap and big map icons. Fixed an issue where certain rules events triggered at incorrect times, including capture point enter/exit events. Fixed an issue where experiences in the “In Review” state could not be edited or deleted. Fixed an issue where modifying reinforcement multipliers could cause incorrect ticket counts to be displayed during sector progression. Fixed an issue where players could be reassigned incorrectly or prevented from deploying when squads reached maximum size. Fixed an issue where players could create AFK farming experiences that bypassed intended progression limits. Fixed an issue where players could not report a server while in the redeploy screen. Fixed an issue where Portal Sandbox displayed an incorrect map size in map rotation. Fixed an issue where removing all maps from a map rotation could cause the editor panel to disappear. Fixed an issue where spawning ammo via Loot Spawners had no effect. Fixed an issue where the Export button displayed a placeholder icon. Fixed an issue where users could bypass editor limits by importing modified workspaces. Fixed asset conflicts and errors that could appear when uploading or editing certain maps. Fixed incorrect Front End indicators related to limited-time events. Fixed incorrect map availability and categorisation for Custom Portal modes. Fixed incorrect or lingering UI elements related to respawning, squad reassignment, and mission flow. Fixed incorrect or missing tooltips, placeholder text, and untranslated labels in the Web Editor. Fixed issues that could lead to very long loading times for some Portal experiences. Fixed issues where certain assets could cause players to be returned to the Front End when hosting experiences. Fixed issues where certain gadgets, weapons, vehicles, and Battle Pickups were missing from restriction settings or did not respect configured restrictions. Fixed issues where strike package markers, beacon indicators, and objective icons could behave incorrectly across sessions. Fixed issues where values entered for certain seasonal and environmental mutators were not saved correctly. Fixed issues with Rules Editor lists being scrambled or inaccurate when selecting weapons, gadgets, or ammo. Fixed issues with scripting functions and nodes, including incorrect vector calculations, squad lookup limits, and long-running player events stopping unexpectedly. Fixed missing maps, assets, and set dressing in the Portal SDK, including Season 2 content and winter environment assets. Fixed missing or incorrect indicators for heat warnings, second chance states, and beacon pulses. Fixed multiple issues in the Portal Web Editor where weapons, gadgets, vehicles, and maps were missing, incorrectly categorised, or displayed with placeholder names, images, or meshes. Fixed multiple mutators that had no functionality or incorrect default values, including reinforcement, health regeneration, zoom snap, passenger seat, and verification-related settings. Fixed multiple placeholder or low-resolution vehicle and object meshes appearing when placed in Portal experiences. Fixed rare server hangs affecting Linux-based Portal servers. Fixed server log spam related to loot physics and proximity systems. Updated and replaced several Battle Royale and Portal-related challenges that were no longer functioning as intended. AUDIO: Fixed an issue where pinging a Vehicle Supply Crate did not trigger the correct supply voice-over line. Fixed audio stuttering when vehicles are sabotaged using the Repair Tool. Improved audibility of enemy ziplines and parachutes, as well as friendly blowtorches, when many sounds are playing. Improved audio obstruction for vehicles, weapons, and soldier footsteps by refining sound source positioning. Improved clarity of distant enemy footsteps by better aligning layered audio content. Improved panning for close non-player footsteps at very short distances. Improved reliability of multiple sound effects under heavy load, including defibrillators, blowtorches, ziplines, and parachutes. NETWORK: Fixed rare cases where the game could become unresponsive after reconnecting network cables during gameplay or while accepting invitations on Xbox Series consoles. REDSEC PLAYER: Fixed an issue where dying with a Data Drive could prevent the Extraction mission from progressing. Fixed an issue where in rare cases soldiers could take higher than intended damage when wearing armor. Fixed an issue where mission completion rewards could fail to drop correctly if the player initiating the mission was killed just before completion. Fixed an issue where the deploy input during Battle Royale insertion was not triggering consistently. Fixed an issue where the party leader would be returned to the Front End after selecting Stay with Squad in Battle Royale Duos. VEHICLES: Added the Traverser Mark II to select Large, Medium, and Small Gauntlet layouts. Fixed an issue where the weapon could rotate incorrectly in first-person view when using the Traverser Mark II Remote Weapon Station. Fixed an issue where incorrect or missing crosshairs could appear for side passengers in the Traverse Mark II. WEAPONS: Improved attachment setups for M4A1, M277, SVDM, Mini Scout, UMG-40, and 18.5KS-K, ensuring these weapons use their intended attachments and are better balanced when found as loot. CALL-INS: Fixed an issue where the UAV call-in sound effect could continue playing if the action was cancelled by vaulting. Increased the drop speed of Custom Weapon Drops, Supply Drops, and Mission Rewards after being spawned in the air. Introducing a new, limited, tactical Strike Package, allowing players to call in a volley of gas discharging artillery shells on a targeted location of the map. This Strike offers a unique way to disrupt and deny key areas to enemies. MAP: Fixed an issue where tanker container ramps could clip through large deployables; ramps now correctly damage or destroy objects and vehicles when lowering. Fixed multiple terrain and object placement issues. PROGRESSION: Fixed an issue where Battle Royale “Special Forces Operator“ Challenge rewards were not granted correctly. UI & HUD: Fixed an issue where strike package map markers would not disappear when joining a Gauntlet session right after playing a Battle Royale match. Fixed an issue where the Clear Ping action did not work with default controller bindings. Battle Royale Fixed an issue where helicopter insertion flight paths on the Big Map could become misaligned when the helicopter or endpoint icons were off-screen. Fixed an issue where the Decryption Beacon displayed an incorrect texture. Fixed an issue where the loot feed could incorrectly increment the number looted when picking up the same item repeatedly. Fixed an issue where players could toggle flashlight and laser attachments while navigating the inventory. Fixed an issue where the UAV icon was too small on the minimap and big map. Fixed multiple issues with the Second Chance UI, including incorrect timers, widgets persisting after squad wipes, and incorrect visibility when players left the match. Removed outdated soldier voice-over lines referencing “supply drops” when pinging crates or supply vehicles. Gauntlet Fixed an issue where the Beacon Pulse icon could appear too far away when first picked up by an enemy. Fixed an issue where the countdown icon on the Mobile Respawn gadget could disappear too early. Fixed overlapping UI elements when rapidly exiting the Edit Loadout menu. Fixed overlapping UI elements where “Random Deploy” could appear behind class selection buttons on the redeploy screen. AUDIO: Fixed an issue where dropped items would not correctly play pickup sound effects. Fixed missing collision sounds for dropped ammunition. Improved reliability of audio feedback for UAV call-ins and mission-related interactions. 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.774Views1like3CommentsBATTLEFIELD 6 GAME UPDATE 1.1.3.6
Update 1.1.3.6 is a small quality-of-life update focused on polish, stability, and targeted fixes across Battlefield 6. It addresses a selection of gameplay flow issues, UI reliability improvements, audio consistency fixes, and map-specific adjustments, with a particular focus on smoothing out edge cases reported by players. The update will be available on Tuesday, February 3 at 09:00 UTC. Major Updates for 1.1.3.6 Fixed player movement issues, including cases of excessive sprint-jump momentum and unintended movement behaviour. This won't impact player movement at a large scale and is meant to target those specific edge cases. Addressed REDSEC Battle Royale issues affecting insertions, parachute behaviour, and redeploy UI elements. Resolved a set of destruction-related visual and lighting issues on Eastwood that could result in lighting artifacts, blackouts, or incorrect colour rendering. Fixed a handful of UI, audio, and stability issues, including crashes related to challenges, minimap accuracy, unintended gadget audio playback, and platform-specific problems. CHANGELOG PLAYER: Fixed an issue where sprint-jump momentum could behave inconsistently and grant higher or lower momentum than intended. Updated the Objective Ace and Winter Warning cosmetics to better align with Battlefield’s visual identity. MAPS & MODES Fixed an issue on Eastwood where destroying a building near the A flag could cause unintended green or purple visual effects across nearby structures. Fixed an issue on Eastwood where destroying a building near the B flag could cause a complete lighting blackout across the map. Fixed an issue on Eastwood where destroying the villa near the B flag could cause excessively bright lighting artifacts to appear. UI & HUD: Fixed an issue where downed squadmates were shown on the minimap for classes unable to revive them. Updated legal text to reflect current policies and requirements. AUDIO: Fixed an issue where UAV Drone enemy detection audio could be heard by all teammates instead of only the operator. PERFORMANCE & STABILITY: Fixed an issue on PlayStation 5 where ownership validation could fail during system lifecycle events, causing connectivity issues. Fixed an out-of-memory crash on Xbox Series S that could occur when loading Daily and Weekly Challenges. REDSEC PLAYER: Fixed an issue where Battle Royale Initiation matches did not end after eliminating the final AI opponent. Fixed an issue where parachute deployment could remain linked to the jump leader after breaking off. Fixed an issue where players could become stuck mid-air during insertion after progressing through the pre-deploy sequence. UI & HUD: Fixed an issue where the Second Chance redeploy icon could incorrectly transfer to a living teammate. Fixed an issue where the Second Chance redeploy timer refreshed each time the map was opened. 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.911Views3likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.1.3.5
With Update 1.1.3.5, we’re delivering a smaller set of focused improvements aimed at polish and consistency across Battlefield 6. This update enhances melee responsiveness, refines jet combat, improves ladder interactions, and resolves UI and HUD issues in Multiplayer and REDSEC, alongside fixes for Battle Royale and Gauntlet stability. The update will be available on Tuesday, January 20, at 9 AM UTC (1 AM PDT, 4 AM EDT, 10 AM CET). Major Updates for 1.1.3.5 Improved responsiveness, consistency, and sprint behavior for melee attacks, including knives and the sledgehammer. Updated jet combat balance by reducing jet cannon effectiveness against other air vehicles. Updated and refined the UI and HUD across Multiplayer and REDSEC, improving armor bar visibility, reticle presentation, and menu navigation. CHANGELOG VEHICLES: Fixed an issue where vehicles could explode when a takedown was performed on an enemy soldier lying on top of them. Reduced jet cannon damage against other jets and helicopters, requiring approximately 40% more hits to destroy enemy air targets. WEAPONS: Bipod attachments no longer display as always providing a hipfire accuracy bonus, as this bonus only applies while the bipod is deployed. Fixed an issue where the GRIM 1.50x optic on the DB-12 cost fewer loadout points than intended (15 instead of 25). Fixed an issue where the RPKM iron sights would shoot low when using the short barrel. Fixed an issue where the TR-7 Light Barrel incorrectly improved muzzle velocity. Fixed bipod mount input behaviour for Alternate, Lefty Alternate, Southpaw, and Legacy Southpaw presets so the bipod mount now follows the melee button. Improved attack speed for knife melee attacks. Improved buffering behaviour for knife and sledgehammer attacks. Improved consistency of melee damage timing against enemies and the environment. Improved consistency of recoil modifiers when using a controller across different weapons. Improved how sprint is interrupted when performing melee attacks. Sprint is now only interrupted until the attack reaches its target, rather than for the full duration of the animation. In the Firing Range, target dummies can now take damage while in the process of getting back up. Shooting with a suppressor now emits a small muzzle flash when viewed from close range only. GADGETS: Fixed an issue where the GDPIS was not destroyed when targeted by the XFGM-6D Recon Drone, Defibrillators, or the Repair Tool. Fixed an issue where the Sniper Decoy did not properly hide scope glints from nearby snipers. Assault Ladder Fixed an issue where ladders positioned above the player could not be entered. Fixed an issue where soldiers could be launched unexpectedly when attempting to enter a ladder. Improved the soldier animations while climbing ladders. UI & HUD: Added a new option allowing players to customize the reticle colour inside weapon and gadget scopes. Fixed an issue where home screen focus navigation could become locked to the bulletin. Fixed cases where weapon menus displayed incorrect Reload Time stats for LMGs. Soldier lightning improvements to the front-end Improved front-end lighting to enhance the visual quality of soldier characters. The Reticle Colour option now correctly updates reticle colours for Thermal Scopes and other supported gadgets. VFX & Video: Adjusted explosion particle effects by lowering the shockwave force. REDSEC WEAPONS: Fixed an issue where jump landing movement speed reduction behaved inconsistently in REDSEC compared to other multiplayer experiences. MAP & MODES: Fixed an edge case in Gauntlet mode “Data Extraction” where the drone could disappear permanently if drives were deposited at the exact moment it landed. UI & HUD: Battle Royale Fixed an issue where the armor bar could disappear intermittently. Fixed an issue where the Airburst Incendiary Launcher icon appeared as a grenade in the loot feed. Gauntlet Fixed an issue where the armor bar could disappear after quickly editing a loadout. 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.332Views4likes0Comments