BATTLEFIELD 6 GAME UPDATE 2.1.2.0
Battlefield 6 Game Update 2.1.2.0, Casino Heist, brings the new seasonal Leaderboards system, expanded M142 MRAS deployment across Conquest maps, additional small modes on Vegas Strip in Battlefield 6, and a broad weapon and attachment balance pass alongside new attachment options across the arsenal. This update also delivers quality-of-life improvements, Portal additions, audio and UI polish, and bug fixes across Multiplayer and REDSEC. On Tuesday, November 10, at 09:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, new seasonal content and playlist updates become available. NEW CONTENT New Map: European CasinoWelcome to the European, a world-class casino and resort, featuring a shopping arcade, food court, and so much more. At the European, there’s something for every squad: Create your own flanks with fully-destructible facades, engage in close-quarters combat on the casino floor, take a sniping post on a balcony, or relax and rush the lazy river trenches. Casino management hopes you enjoy your stay at the European. New Event: Casino Heist Casino Heist brings the fight on the Strip to the casino floor in high-stakes battles in Conquest and Escalation. Complete contracts to earn DOUGH, a new limited-time currency to redeem for private security and casino-themed cosmetics and rewards. European Casino map & certain content not available in REDSEC. New Weapon: NSW4 Carbine The NSW4 is a highly modular, short-range carbine, extensively customizable for every combat situation. With default subsonic ammo, the NSW4 is the perfect weapon for staying under the radar when firing. Utilize its full potential by mastering both combat and weapon knowledge. New Gadget: ADS-17 6GHz Blind the enemy, empower your squad. The Signal Jammer is a recon’s secret weapon for eliminating the enemy’s reinforcements and intel, including distorting maps, killfeed, objective status, and enemy location. New Vehicle: M142 MRAS Mobile rocket artillery perfected. This MRAS (Mobile Rocket Artillery System) is a lightweight rocket launcher vehicle perfect for unleashing area denial devastation while on the move. Leaderboards View your standing against other players with the newly introduced Leaderboard system. The feature supports several distinct leaderboard categories, such as Career, Game Modes, and Classes, and lets players apply a Friends-Only filter to compare performance directly against their friends. The Leaderboard is seasonal and includes a dedicated Seasonal Filter, allowing players to view their standings from Season 5 onward. Additionally, the Sticky Player Row ensures every player knows their exact overall standing across any category or season, even if they fall outside the top leaderboard rankings. Every season brings a new leaderboard to conquer. Now you can track your journey to the top. You can access the leaderboards by navigating to your Profile page in-game and opening the Ranked Hub by clicking the Ranked Badge. New Attachments Update 2.1.2.0 expands customisation across multiple weapon platforms with new optics, magazines, ammunition types, and ergonomic attachments: Optics: Added the DVO Low-Power Variable Optic (1.00x–6.00x) across all Carbines. Added the S-VPS 6.00x, MC-CO Low-Power Variable Optic (1.00x–6.00x), PAS-35 3.00x Thermal, and GRIM 1.50x Thermal scopes to the M44. Ergonomics & Muzzle Devices: Added the Speed Holster to the USG-90. Added the Match Trigger to the M44. Added the Flash Compensator to the ES 5.7. Added Rail Covers to the M277, PSR, M2010 ESR, B36A4, L85A3, SGX, M250, M433, RPK-74M, SVK-8.6, and M1014. Ammunition Types: Added Synthetic Tip Ammunition to the GGH-22 and ES 5.7. Magazines & Feeding Devices: Added the 60-Round Magazine to the AK-205. Added the 75-Round Loose Belt and 100-Round Loose Belt to the M/60. Added the 75-Round Belt Box to the M250. Added the 75-Round Fast Loose Belt to the M240L. Added 8-Shell Magazine Tubes to the M1014 and M87A1 (cannot be combined with muzzle suppressors). Added the 20-Round Magazine and 20-Round Fast Magazine to the GRT-BC. Major Updates for 2.1.2.0 Seasonal Leaderboards: Track your standing across Career, Game Modes, and Classes with seasonal filtering, a Friends-Only filter, and a Sticky Player Row that keeps your rank visible at all times. Weapon & Attachment Balance Pass: Tuned damage drop-off, recoil recovery, and handling across the Mini Scout, SVDM, M39 EMR, SCW-10, GRT-BC, and KTS100 MK8, alongside customisation point and attribute updates for Extended Magazines, Match Grade Ammunition, and muzzle attachments. Conquest Vehicle Layouts & Vegas Strip Modes: Added the M142 MRAS to Conquest on Area 51, Railway to Golmud, Operation Firestorm, and Mirak Valley, and expanded Vegas Strip to support Rush, Team Deathmatch, and Domination. Portal & Custom Lobby Enhancements: Added Area 51, Vegas Strip, and the M142 MRAS to Portal, exposed new ScreenEffects and SoldierEffects parameters, and improved Custom Lobby stability and Spectator Mode controls. REDSEC & Rapid Royale Polish: Refined Battle Royale missions, Phantom Program progression, Rapid Royale loot and UI elements, Casual Battle Royale Recommended Zone, and Proximity Chat arrives in Rapid Royale. BATTLEFIELD 6 FREE TRIAL From November 13 - 16, Battlefield 6 is FREE TO PLAY* in Las Vegas. Ante up for all-out warfare in Conquest and Escalation, or complete contracts, earn dough, and unlock rewards in a high-stakes Casino Heist event. *Requires Battlefield REDSEC and all game updates. Includes optional in-game purchases. Limited time offer. Conditions and restrictions apply. See battlefield.com/disclaimers for details. SERVER BROWSER In case you have missed it, we are rolling out the Server Browser in Battlefield 6 early, starting with a Limited Public Scale Test launching shortly after the Casino Heist update. This stage of implementation will allow our development team to stress-test server loads, observe live queue performance, and validate matchmaking backfill with real squads. Once this test has been completed and the necessary metrics have been verified, we will roll out the Server Browser fully to all Battlefield 6 players worldwide. Head over to our Community Update - Server Browser Coming Soon blog to learn more. CHANGELOG WEAPONS: Iron sights no longer clip into the 2.50x optic on the VCR-2. The “To the Grave” weapon package no longer causes the soldier’s fingers to clip through its attachment. Z84M The pull tab now displays correctly during reload animations. Magazines and sights no longer clip during weapon inspections when an underbarrel attachment is equipped. The 30-Round Fast Magazine for the PW7A2 now displays a consistent description. The 200-Round Belt Box now displays an accurate description on the L110 and M123K. The SGX Extended Barrel now displays the correct description. Corrected the penetration multipliers for Hollow Point, Frangible, and Tungsten Core ammunition attachments on the M121 A2. The RSPR 5-point Muzzle Brake no longer provides greater recoil reduction than intended. Updated the description of the Underslung Mount attachment for clarity. Updated the layer icon for the 5-Round Fast Magazine on the Interdictor. Resolved an issue where attachment 3D previews for the VSSM and LMR27 appeared misaligned and blurred in the Loadouts menu. The Royal Navy Dive Knife now plays its intended first-person takedown defender animation. Equipping the Standard Suppressor on the L115 now applies its intended hip-fire accuracy penalty. Tungsten Core penetration ammunition on the L115 and Interdictor now applies the intended recoil values. Corrected in-game descriptions across Low-Power Variable Optics and Thermal Sights (excluding the SU-230 and 1P86) to indicate that aiming down sights reduces movement speed Applied the intended aim-down-sights movement speed penalty to the TH-RDS 1.00x Thermal Hybrid. The M417 A2 25-Round Magazine attachment cost has been corrected from 15 points to 20 points. Deploying with the 50-Round Loose Belt on the M/60 now grants the intended 250 total rounds on spawn instead of 150 rounds. MK24 Corrected the attachment point cost for the Frangible ammunition attachment. Magazine attachments now display the correct attachment point costs. The bipod rail no longer appears when a handstop grip is equipped. Resolved an issue where the Underslung Mount grenade launcher attachment was granted incorrect ammunition counts and caused a broken reload animation. Corrected the UI icon for the Aftermarket Buffer attachment. Weapon & Attachment Balance Updates We have tuned several primary weapons and high-pick-rate attachments to better define their combat roles, reward deliberate shot pacing, and ensure extended magazines and specialised ammunition carry meaningful handling trade-offs. Mini Scout: Added a third damage drop-off step at 150m. Beyond 150m, the Mini Scout no longer deals a one-hit headshot elimination, dealing 50 damage to the chest and 33.5 damage to limbs (three hits to eliminate via limb shots). Developer Comment: The Mini Scout features best-in-class handling, rate of fire, bullet velocity, and potential magazine capacity, alongside an innate straight-pull bolt mechanism. Combined with an infinite headshot kill distance, it rendered other sniper rifles moot, provided a player landed headshots. This adjustment preserves its dominance at close range with rapid follow-up headshots without an overly forgiving sweetspot, removing one-hit kill headshot potential beyond 150m. SCW-10: Added a damage drop-off step at 55m (dealing 14.3 chest damage from 55–75m) and a new minimum damage floor of 12.76 beyond 75m. Developer Comment: This small change helps the SCW-10 stay in its intended close-quarters lane (particularly in Battle Royale), while creating competitive breathing room for the UMG-40 and RSPR. GRT-BC: Increased base aim-down-sights speed by one tier to match the submachine gun baseline. Factory and Light Barrels now grant hip-fire accuracy improvements instead of aim-down-sights speed bonuses. Extended Barrel now grants recoil reduction at the cost of an aim-down-sights speed penalty. Developer Comment: The GRT-BC was increasingly overshadowed by the BROD 3. These adjustments give the platform a distinct combat role bridging Carbines and Submachine Guns, leveraging its compact bullpup profile for innate aim-down-sights speed, while allowing the extended barrel handguard to add stabilising front-end weight for better recoil control. KTS100 MK8: Increased deploy time index by one step to align with the RPKM and RPK-74M. Reworked magazine attributes: 60-Round Drum (Regular): + Draw Speed. 60-Round Fast Drum: + Aim-Down-Sights Move Dispersion. 45-Round Compact (Compact 1): -25% Capacity, +Aim-Down-Sights Speed, +Draw Speed, +Sway, +Aim-Down-Sights Moving Dispersion. 50-Round Compact (Compact 2): -17% Capacity, +Draw Speed, +Sway, +Aim-Down-Sights Moving Dispersion. 45-Round Fast Magazine (Compact 3): -25% Capacity, +Aim-Down-Sights Speed, +Draw Speed, +Sway, +Aim-Down-Sights Moving Dispersion, +Reload Speed. Developer Comment: Re-establishes the KTS100 MK8 as a steady, methodical squad support platform. Magazines that previously granted a +20% reload speed benefit have been adjusted to ensure tangible vulnerability between reloads. Dialling back the handling attributes of the KTS100 MK8 helps in preventing the weapon from functioning as an oversized assault rifle, opening strategic space for the SOR-556 Mk2. Extended Magazines: KV9 & SCW-10 Extended Magazine 1 now applies a weapon draw speed penalty, and Extended Magazine 2 now applies both aim-down-sights speed and weapon draw speed penalties. SG 553R Extended Magazine 1 and 2 now apply a weapon draw speed penalty, and Fast Extended Magazine 2 now applies a weapon draw speed penalty and a reduced reload speed bonus. Developer Comment: These extended magazines saw roughly 80% pick rates, heavily skewing weapon viability. Players routinely sacrificed customisation points to bypass the natural trade-offs of close-range dominance. Penalising handling and draw times ensures players sprinting into combat unprepared cannot instantly snap to target, reducing effective time-to-kill advantages and encouraging standard or quick-reload magazine choices. Ammunition, Ergonomics, Muzzles & Optics: Match Grade Ammunition aerodynamic drag coefficient increased from 0.0002 to 0.00025. Removed Synthetic Tip Ammunition from the DRS-IAR. Developer comment: The DRS-IAR is arguably the most versatile weapon in BF6 with high RoF and great LMG dispersion + recoil. By selecting moderate attachments in other categories, Synthetic Tip ammo was a no-brainer, pushing its effectiveness over the edge. Frangible Ammunition customisation point cost reduced from 20 to 15 points across all weapons. Reduced the recoil reduction effectiveness of the Aftermarket Buffer attachment. Added a reload speed bonus to the Magwell Flare alongside its aim-down-sights reload capability. Underslung Mount customisation point cost reduced from 10 to 5 points across all compatible weapons. Iron Sights customisation point cost reduced from 15 to 10 points across all Sniper Rifles. The Gunslinger attachment on the M44 now grants hip-fire accuracy improvements instead of draw speed. Updated the SV-98 Flash Compensator to use Flash Hider characteristics (suppressing 2D minimap spotting only) and the SV-98 Suppressor to use standard Suppressor characteristics (suppressing both 2D minimap and 3D in-world spotting). Developer comment: The SV-98 has limited muzzle options, so by shuffling the effects and costs of the existing muzzles the weapon will now have a greater variety of builds with the ability to hide 2D spot-on-fire. PLAYER: First-person hand animations now play correctly after interacting with a door while holding a melee weapon. Removed the mirrored Battlefield logo from the right glove of the “Red Ghost Saboteur” character skin. Resolved flickering on the wrist device on the “Death Knell” character skin. Uniform patches now display correctly on the “Vortex” character skin. Resolved mask clipping on the “Controlled Burn” character skin. Corrected a typo on the “Rampant Raze” helmet patch. Resolved a texture issue on the “Highest Roller” character skin. VEHICLES: Resolved an issue where the guided missile was unresponsive when fired from the WSO seat in the multirole jet. Vehicles now launch into the air less often when colliding with other vehicles. Heavy Warheads now increase the ammunition count of Aim-Guided Rockets on the Panthera KHT Attack Helicopter. RCB-90 The mortar now displays accurate distance information. The mortar turret now displays correctly when the “Typhoon Rider” skin is equipped. Resolved an issue that could cause helicopters to launch into the air when hit by a Support Supply Bag. GADGETS: Resolved an issue where thrown Supply Pouches did not lock onto friendly players as intended. Several gadget and melee weapon skins now appear correctly in-game when equipped. Helicopters no longer flip abruptly when a passenger throws a Supply Pouch. You thought you were flippin’. Corrected an issue where the Supply Pouch ammunition count could become inconsistent after resupplying from a Supply Crate. The Handheld Jammer can only be self-applied, removing the option to deploy on the ground. MAPS & MODES: Added Rush, Team Deathmatch, and Domination to Vegas Strip. Added the Casino Heist addition M142 MRAS to existing Conquest layouts: Area 51 (Conquest): Replaced one Main Battle Tank at each team’s HQ with an M142 MRAS. Railway to Golmud (Conquest): Replaced the Mobile Anti-Air at Objective B with an M142 MRAS, and replaced the Main Battle Tank at Objective A with an Infantry Fighting Vehicle. Operation Firestorm (Conquest): Replaced one Main Battle Tank at each team’s HQ with an M142 MRAS. Mirak Valley (Conquest): Added one M142 MRAS to each team’s HQ. Extended the idle timeout by 90 seconds in Operations, Breakthrough, Carrier Strike, Conquest, and Escalation. Resolved an issue causing the restricted area UI to appear too early on blocked stationary weapon spawners. Out-of-bounds notifications no longer appear too early when blocking vehicle spawners, and the notification message now more clearly explains the restriction. Resolved a lighting issue that could cause overly bright spots to appear across maps. PROGRESSION: Resolved multiple progression tracking and criteria issues across Season 5 Weekly Challenges. Fixed an issue where the Week 8 Bonus Challenge failed to track player redeploys while playing in REDSEC game modes. Resolved a discrepancy where in-game requirements for the Week 9 Challenge did not match the completion criteria displayed and tracked. Fixed a progression calculation bug with the Week 7 Bonus Challenge in Rapid Royale matches. Corrected tracking behavior for the Week 4 Bonus Challenge so that Multiplayer and REDSEC-specific progression criteria now track independently as intended, rather than advancing simultaneously. Updated the Week 10 Challenge description to accurately reflect that Superior items collected across all Royale modes (including Rapid Royale) count toward progress. Resolved a progression calculation bug with the Week 9 Challenge in standard Battle Royale modes. Fixed a progression calculation bug with the Week 9 Challenge in Rapid Royale matches. Updated the Week 8 Challenge criteria and tracking to correctly monitor top squad placements across all supported Royale modes. Fixed a progression calculation bug with the Week 7 Challenge in standard Battle Royale matches. UI & HUD: Weapon icons now update correctly in the soldier inventory HUD when switching weapons as the Assault class. Resolved an issue where squad orders could trigger unintentionally when cancelling out of the objective list in the Commo Rose. The gadget slot replenish animation no longer plays when performing a melee attack. Resolved an issue where 100 lethal damage could display as 99 damage next to the crosshair under certain circumstances. Victory Squad names and the Winner banner no longer overlap on the End of Round cinematic screen. Adjusted the Squad Leader icon to display at its intended size. Resolved texture corruption around the outer boundaries of the Big Map across multiple maps, including Wake Island and Manhattan Bridge. Corrected Canted Iron Sight and PAS-35 Thermal optic alignment on layered weapon icons across the VCR-2, NVO-228E, SGX, AK-205, Kord 6P67, RSPR, and L115. The Picture-in-Picture camera no longer refreshes unnecessarily when closing the scoreboard. Vehicle icons on objectives now fade out as intended when pinned to the screen edge on the Deploy Screen. Restored missing icons in the vehicle deploy list on the Deploy Screen. Objective B on Railway to Golmud now displays the M142 MRAS icon instead of the Main Battle Tank icon in the vehicle availability UI. The pre-match briefing screen on Vegas Strip no longer displays only the underground area if the previous match ended while underground. Removed unnecessary AI disconnect and reconnect notifications from the HUD. The redeploy camera preview no longer overlaps vehicle icons when viewing the NATO HQ on the Deploy Screen on Vegas Strip. Exiting the weapon customisation menu in a pre-round lobby no longer opens the Mission Briefing screen. Improved the text for inactivity kick and leave penalty notifications. Resolved several UI and navigation issues with Shortcut Kits in the Store, improving menu functionality, readability, and presentation. Resolved an issue that prevented players from returning to the lobby or closing the “Quit Game” pop-up as expected. Underbarrel attachments now remain visible on weapons when entering the Firing Range. Resolved a text overlap issue on the Task Force Sparhawk Unit Details screen in Loadouts. Improved the readability of the “Start” text on the Custom Search tile. Realigned attachment indicator lines across several weapons in the Loadouts menu for improved accuracy. Corrected a typo in the “Distance traveled with Parachute” statistic in the Player Profile. The Event tab now highlights the featured reward tile as intended after exiting the Event takeover screen. Resolved an animation issue affecting 3D soldier models when navigating between the Profile and Settings menus. Resolved camera positioning issues that could cause weapons to appear off-centre in the Weapon Customisation menu. Patrol Boats no longer clip into the ground on the Vehicle Customisation inspection screen after visiting the Deploy Screen. Corrected a colour inconsistency on the “Dry Spell” Spray icon. Losing network connectivity while in the Firing Range no longer causes the game to become unresponsive. Resolved visual alignment issues affecting soldiers and weapons in the Loadouts menu and pre-game lobby. The Player Profile now displays the accurate total Dog Tags count. Owned items no longer cause Mastery information to overlap in the Shortcut Kits bundle preview on PlayStation 5. Pressing Esc to dismiss menu pop-ups in the main menu no longer opens the “Quit Game” pop-up. Custom weapon packages for unowned weapons now appear without delay in the Loadouts menu after being purchased in a Store bundle. Corrected the spelling of Dev Kulkarni’s name in the biography for Mantra (Steel Talon) Hardware Challenge rewards now display their proper player-facing names instead of internal dev names. Resolved a crash that could occur when the minimap attempted to render at an unsupported size. SETTINGS: Pressing ESC after changing Display or Graphics settings now triggers the confirmation prompt as expected. Changing the Neutral Colour in Colour Profiles no longer affects the scrollbar in Vehicle Customisation. Game settings no longer reset to default after an unexpected PC shutdown. Resolved an issue where a game update could reset player settings and display a save file corruption error. PORTAL: Players no longer clip through terrain at the edges of Portal maps. Deleting a parent UI widget in Portal now also deletes its child widgets, preventing a server crash. The Commo Rose now displays text and images correctly across all Portal maps. Added Convergence Event assets and visual effects to Underground, Area 51, and Sandbox in Portal. Added White Balance, Vignette, Tone Map, Motion Blur, Fog, Filmic Effects, Film Grain, Depth of Field, Unitology Glyphs, and Colour Correction to Portal’s ScreenEffects selection list, along with the SetScreenEffectParameter action to customise screen effect parameters. Added seven new entries to the SoldierEffects selection list: two visual effects (ShadowSilhouette and NecromorphEffects) and five local audio effects (HearDroneLoop, HearWhispers, HearFakeFootstepsAndGunshots, HearFakeMonsterNoises, and HearFakeMonsterNoises2). Portal creators can now select class-specific skin variations—including the Marked Soldier appearance—when spawning Custom Portal Bots with SpawnAIFromAISpawner. The M142 MRAS vehicle is now available in Portal. Added Area 51 and Vegas Strip support to Portal. Added BitFlag function nodes for managing variables and added support for customising Physics Raycast hit layers in Portal. Added WaterPlane support to the Portal SDK. The scoreboard no longer appears empty after transitioning to the next match in Portal. Custom Lobbies & Spectator Mode The “Player Actions” button can now be selected in Portal Custom Lobbies. The “No Host” notification no longer appears unintentionally when leaving a Portal Custom Lobby. The “Enable Lobby” option is now available when hosting Battle Royale Duos and King of the Hill in Portal Custom Lobbies. Corrected a typo in the “Join As Party” host setting description in Portal Custom Lobbies. Conquest loading screens in Portal Custom Lobbies now display the correct map images for the selected maps. Admins no longer remain listed in the banned players list after receiving a “Ban Failed” error message in Portal Custom Lobbies. Resolved an issue in Spectator Mode on Cairo Bazaar where the free camera could become stuck on invisible geometry. Player inventories no longer appear empty after switching between first-person and third-person views in Custom Lobby Spectator Mode. Spectators can now switch from the current player to other players while in first-person view using the assigned keybind. The Spectator soldier HUD no longer disappears after rejoining a match through the reconnect feature. Resolved an issue where the Spectator Big Map cursor did not align with or select the intended player at certain screen resolutions. Resolved an issue where the Spectator UI could appear too early or remain on screen too late. Switching rapidly between players in first-person view in Custom Lobby Spectator Mode no longer causes soldier geometry to flash. Switching between free camera and follow camera while spectating in Portal Battle Royale no longer briefly shows a skymap camera or clips into a stationary spectated soldier’s head. AUDIO: The Z84M no longer sounds as though it fires extra shots when heard at a distance. Resolved an issue where the Commo Rose UI indicator for the active vehicle radio station could be missing, and added missing radio stations to the vehicle Commo Rose. Vehicle tyre and track audio now transitions smoothly across different surface materials on Vegas Strip. The L115 now plays its bolt-action sound effect correctly when reloading from an empty magazine. Resolved an issue where a loud sonar-like sound could play near Objective E on Wake Island in Conquest. Commander voice-over lines now trigger reliably when remaining reinforcements drop to 50 and 25 in Rush. Commander voice-over lines now play as intended after capturing an objective in Domination. Commander voice-over lines now trigger when either team reaches a 20% lead in Domination. REDSEC PLAYER: Resolved an issue where Redeploy Tokens did not spawn in ambulances during Rapid Royale Solos. Resolved an issue where loot chests could close if opened at the exact moment chests reset in Battle Royale, or appear empty the first time they were opened in Rapid Royale. Upgrade Kits no longer spawn upside down inside Rapid Royale Ordnance Drop crates. Secondary weapon cards now consistently update their rarity colour when using an Upgrade Kit in Battle Royale without requiring players to swap weapons first. Resolved an issue where Upgrade Kits could display UI for and upgrade the wrong weapon. Support players no longer receive Assault Upgrade Kits from Class Armory Crates in Rapid Royale Solos. Armor Plates now automatically pick up as intended in Battle Royale. Sabotage blood splatter visual effects now remain visible for the full duration a player takes damage inside a sabotaged vehicle. Added Recommended Zones for human squads in Casual Battle Royale, awarding bonus XP upon landing at the assigned zone. Added Battle Pickups to Superior Weapon Mission Rewards in Battle Royale. Soldiers no longer appear misoriented in the back of the helicopter during the Battle Royale and Rapid Royale insertion sequence. Phantom Program mission items now drop as intended when the carrier is eliminated or disconnects. Winning a Battle Royale match while a teammate redeploy beacon triggers no longer causes the redeploy animation to play over the extraction sequence or result in a softlock. Resolved an issue where a Battle Royale match would not end if the Phantom Program team failed the mission but won by elimination. The bomb in the Battle Royale Wreckage mission now deals environmental damage when its fuse expires and downs any player holding it. Moved Phantom Program mission objects from the USS Grant to the Walker-Senex Campus. Acquiring a Phantom Program Fragment now shares challenge progress with the entire squad rather than only the player who picked it up. Selecting a mission in Battle Royale no longer causes the player to jump. Added an overtime condition for the Weapons Cache mission in Battle Royale when a player is actively opening the cache as the timer expires. Removed automatic squad-wipe completion for the countering team in the Battle Royale Decryption/Interception mission; if the original team is wiped, the countering team must still decrypt the beacon to complete the mission. Resolved an issue in Rapid Royale on Vegas Strip where players could land on an out-of-bounds roof and become trapped. The final mission cinematic for the Phantom Program now plays with its intended audio and sound effects. Items on the roof of the Olympus lobby on Vegas Strip no longer sink slightly into the roof and can now be picked up as intended. The Signal Hack antenna alignment position can now be reached as intended in Battle Royale. Resolved multiple locations where loot crates or items failed to spawn in Rapid Royale across Mirak Valley and Vegas Strip. The insertion sequence in Battle Royale and Rapid Royale is no longer obscured by a black blur effect. Resolved an issue where the Rapid Royale pre-game lobby appeared overexposed. GADGETS: Smoke Grenade Launchers no longer fire High Explosive grenades when equipped by Assault players in Battle Royale after reaching the third Field Upgrade level. Players can no longer inadvertently pick up deployed Supply Crates in Rapid Royale. Added the Signal Jammer to the Battle Royale loot pool. WEAPONS: Resolved an issue where an incorrect camo was applied to the Z84M when looted at or upgraded to Advanced rarity in Battle Royale. UI & HUD: The Anti-Vehicle Gear Drop and Explosive Ordnance Transporter no longer display a blank icon when a nearby tank threatens them. Players can now see their available Armor Plates and upgrades when HUD input prompts are turned off. The “Eliminated” UI message no longer displays twice when a player bleeds out and redeploys in Battle Royale. The Victory UI is no longer delayed after winning a round in Battle Royale and Rapid Royale. The beacon calibration UI in the Battle Royale Decryption/Interception mission now disappears as intended when the mission is completed. Ordnance Drop icons in Rapid Royale now turn yellow as intended after landing. Added an in-world icon for the Battle Royale Decryption/Interception mission when a player moves too quickly with the beacon, and resolved an issue where grounded beacons appeared owned by both allies and enemies. Removed several “Squad” text references from the End of Round screen and HUD in Rapid Royale Solos. Reduced the size of in-world Point of Interest labels in Rapid Royale. Added new Mission Menu icons for the Wreckage and Marked missions in Battle Royale. Added a survival timer to the HUD widget for tank drivers targeted by the Tank Hunter mission in Battle Royale. Spectators can now see the Redeploy Token UI in Rapid Royale. Resolved inconsistent ping indicators for Ordnance Drops on the Big Map and minimap in Rapid Royale. Improved the visuals of the Redeploy Token HUD elements in Rapid Royale. The Phantom Program mission area entrance notification no longer displays repeatedly after entering and exiting the mission area multiple times. The Big Map no longer opens overly zoomed out in Rapid Royale on Vegas Strip. Players using a controller can now navigate the Pause Menu with the left stick while spectating a teammate in Battle Royale. Redeploy Token icons now replenish in the intended order when obtaining a new token in Rapid Royale. AUDIO: Synchronised the Data Extraction sequence sound effects with its animation in Battle Royale. Redeploy Token voice-over lines no longer continue to trigger after Redeploy Tokens are disabled in Rapid Royale Trios. The Handler now plays the intended voice-over lines when starting an Evasion mission in Battle Royale. The Handler voice-over line notifying players that Redeploy Tokens are disabled now plays as intended in Rapid Royale. The “Threat Avoided” voice-over line no longer plays erroneously upon completing a mission in Battle Royale. COMPETITIVE: The Ranked Battle Royale “Rules & Points” page now displays the correct kill and assist caps for 21st–25th placements. Seasons now appear in chronological order in the Ranked Leaderboard season filter. For the latest updates, follow this BattlefieldComm X account and visit our website for news, guides, and seasonal insights. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord.93Views2likes4CommentsBATTLEFIELD 6 UPDATE 1.4.1.0
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war. At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Naval Combat & New Gameplay System Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore. New Map Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare. New Vehicles RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water. 7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast. New Weapons & Attachments BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat. EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat. VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth. Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons. New REDSEC Content Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina. Battle Pass Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea. Battlefield Pro Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4. Major Updates for 1.4.1.0 Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal. Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay. Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation. UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed. Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing. Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play. REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow. CHANGELOG PLAYER: Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting. Sliding no longer retriggers when the crouch hold input remains held after an initial slide. Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground. Soldier visual effects while swimming and resurfacing have been updated Spawning on a squad mate in crouch stance now deploys you in crouch stance as well. The soldier no longer slowly blends into position after mounting an object in the world. Weapon attachments are now less likely to appear floating when using soldier skins. Zipline and flash effect animations now behave as intended while spectated in first-person. Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water. Aim assist now fully supports enemy targets while they are swimming. Fall damage is now slightly reduced when falling into shallow water. Parachutes now deploy as expected when nearing the water surface. Players can now drag and revive squad mates in water. Players can now spawn on squad mates who are swimming in deep water. VEHICLES: Helicopter rotor wash now affects vegetation more realistically. Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes. The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved. Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning. GADGETS: Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear. Launchers that discard their tubes now continue to reload even if they are no longer the active weapon. RPG detonations underwater no longer create dirt impact effects. The EOD Bot Arm and the Sledgehammer can no longer be used while swimming. The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs. The Sledgehammer can no longer be used for quick swings while swimming. WEAPONS: Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3. Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater. SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater. MAPS & MODES: Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck. Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb. Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects. UI & HUD: Battle Pass points and path text no longer overlap on the End of Round screen. Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out. Category icons now appear correctly in the Challenges menu during gameplay. Challenge reward icons now appear correctly when unlocked during gameplay. Corrected a typo in the description for the “Mercy Stroke” weapon package. Improved the readability of the Anti-cheat watermark. Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive. Increased the size of the bomb icon in the Obliteration game mode HUD. Interior map details now appear correctly on the minimap. Kill indicators now expand outwards and fade out faster, reducing how long they remain in view. Magazine attachment indicator alignment has been improved when customising the M/60. Magazine attachment indicator alignment has been improved when customising the SL9. Main menu tiles now remain visible as intended when returning to the menu after a match. Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped. Muzzle attachment UI alignment has been improved when customising the Vz.61. PP-19 weapon tags now appear correctly in the front end. Resolved an occasional client-side crash that could occur when the tutorial system updated. Responding to “Quick Message” notifications no longer also triggers in-game actions. Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay. Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen. Reward icons now appear correctly in in-game challenge completion notifications. Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page. Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights. Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it. The “Backwoods Battler” character skin now displays the correct icon artwork. The “Chemical Agent” character skin now displays the correct icon artwork. The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time. The Challenges button has been removed from the in-game attachment screen to prevent UI overlap. The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate. The filter selection on the Season Stats page no longer resets when switching between seasons. The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying. The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen. Tutorial prompts no longer remain on screen after redeploying or being eliminated. SETTINGS: Add support for NVIDIA DLSS Multi Frame Generation x5, x6. Add support for NVIDIA DLSS Dynamic Multi Frame Generation. Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation. Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game. The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section. PORTAL: A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors. Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences. Added missing help text for Impulse blocks in the Rules Editor. Added support for the “IsClosed” property on Waypoint Paths. Added the “GetPlayer” and “GetVehicle” functions. Additional Season 3 weapons, attachments, and gadget have been added to Portal. Andy’s Custom Breakthrough Template has been added to the SDK. Corrected errors that could occur when publishing the Moving Platform Example. “Create Custom Mode” now generates the files needed for “Import from File”. “GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle. HQ team colours now display correctly. “IsCurrentMap” now works correctly for remotely hosted games. Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options. “SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums. The “ForceBombDrop” action can no longer be used when there is no bomb carrier. The “mod.GetSpawner” function now accepts arguments correctly. The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly. The Railway to Golmud train capture point now follows the train correctly on the map. AUDIO: Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration. Added female soldier voice-over lines for drowning and surfacing. Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration. Added new Season 4 Battle Pass radio station music. Added new soldier voice-over lines after breaching and resurfacing from underwater. Commander voice-over now plays as intended during Overtime in Obliteration. Corrected a phasing issue with stationary launcher audio while aiming down sights. Improved audio responsiveness for sea vehicles moving through waves. Improved audio responsiveness for stationary turret movement. Third-person death efforts from underwater soldiers can no longer be heard by other players. Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds. AI: With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles. Bots can now swim and will move towards shore after ending up in water. Bots can now use boats to navigate to objectives. Bots can now use land vehicles to cross rivers and very shallow water. Bots no longer eliminate themselves after falling into certain pools on Eastwood. Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers. Bots no longer take all available boats at the start of new rounds, leaving boats available for players. Bots now abandon boats that become beached. Bots will now respond to “Request Pick-Up” requests while navigating boats. REDSEC PLAYER: Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning. “Squad Wipe” score events now trigger correctly after eliminating an enemy squad. UI & HUD: In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale. Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale. Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly. Squad colours now display correctly on the Gauntlet End of Round screen. The Tactical Armory can now be pinged correctly in Battle Royale. AUDIO: The Handler briefing now plays as intended during the Battle Royale insertion cinematic. The Handler no longer warns players who are underground about parachuting enemies nearby. COMPETITIVE: “End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity. “End of Round” RP progress now displays correctly when a player’s RP value drops below zero. Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale. Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed. Updated “End of Round” RP tally animations to improve scoring clarity. Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale. VEHICLES: The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes. WEAPONS: M320A1 Level 2 Grenadier Trait Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2. Reduced the M320A1 HE maximum ammunition increase from 5 to 4. Level 3 Cluster Munitions Trait Reduced the number of submunitions created from 6 to 3. Reduced submunition maximum blast damage from 30 to 20. Reduced submunition blast radius from 2m to 1.5m. Reduced maximum damage distance from 0.6m to 0.3m. Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location. Adjusted submunition bounce behaviour to further reduce clustering after impact. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.2.6KViews7likes50CommentsBATTLEFIELD 6 GAME UPDATE 1.4.3.5
Battlefield 6 Game Update 1.4.3.5 is a smaller quality-of-life update featuring targeted fixes across menus, the HUD, social features, game modes, maps, AI behaviour, and general stability. At 08:00 UTC tomorrow, Wednesday, September 30, players will be able to download the update across all platforms. Key Updates for 1.4.3.5 More Reliable Menus and HUD: Social information, the downed-state minimap, and End of Round navigation now behave more consistently. Cleaner Match Experience: Targeted map, mode, and AI updates reduce disruptive environment issues and improve behaviour during matches. PS5 and Stability Improvements: Game launch reliability, optic presentation, and Spectator mode stability have been improved. CHANGELOG PLAYER: Dev Note: Based on community feedback, we’ve removed the class restrictions from the Lt. Bradley “Rooster” Bradshaw and Lt. Robert “Bob” Floyd character skins. Both can now be used with any NATO class, giving players more flexibility to use their Top Gun cosmetics across the battlefield. Quitting to the main menu at End of Round no longer results in an endless loading screen. Resolved a crash that could occur in Spectator mode during large-scale experiences. The Bob and Rooster soldier characters and their associated skins can now be used across all Nato classes. The skin icons for the Bob and Rooster soldier characters no longer display class-specific gadgets. WEAPONS: Scope edges now display at the intended thickness on PS5 for the following optics: SU-123, CCO, Ro-M, 2PRO, 3VZR, R4T, 1P86 Variable, 1p88 variable, NFX, and SSDS. MAPS & MODES: Removed two invisible barriers on Wake Island that could obstruct movement inside a bunker near Objective E. The APHEI Cannon can no longer damage the carrier in Carrier Strike. UI & HUD: After backing out of a Battlefield Coins purchase, players can now navigate to the purchase button as intended. Phantom Program XP Booster rewards now display the correct icons at End of Round. The minimap now displays while the player is downed. AI: AI-controlled vehicles now navigate shallow water more reliably on Tsuru Reef, preventing them from becoming submerged. REDSEC MAP: Removed a floating zipline from the elevator shaft in the Tech Campus POI. UI & HUD: Platform icons now display correctly in the Proximity Chat “Recent Interactions” menu in Battle Royale. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.146Views1like0CommentsBATTLEFIELD 6 UPDATE 1.4.3.0
Battlefield 6 Game Update 1.4.3.0 deploys on Tuesday, September 15, alongside Season 4: Tidal Strike. Take on the new Deep Six Collection Event to earn Weapon Packages, a new knife, and other Customization Rewards. Proximity Chat arrives in Battlefield Labs for Live, while a new version of the Phantom Program comes to REDSEC. Find the full list of upcoming QoL changes, balance updates, and bug fixes below. At 8:00 UTC, the update becomes available to download across all platforms, bringing the latest gameplay changes to Battlefield 6. At 12:00 UTC, Season 4: Tidal Strike content goes live, including the Deep Six Collection Event, the Phantom Program, and Proximity Chat. NEW CONTENT Deep Six Collection Event Deep Six is a new Collection Event starting with Tidal Strike on September 15 and running through October 12. Earn a series of exclusive rewards across Battlefield 6 and REDSEC by completing contracts and gathering intel devices. Unlock premium Weapon Packages, Customization Rewards, and the new Diver’s Knife! New Melee Weapon: Diver’s Knife Originally carried by Royal Navy divers operating in challenging maritime environments, the Royal Navy Dive Knife serves as the ultimate reward for players who complete the full Collection Event. Proximity Chat Proximity Chat opens up new ways to communicate with nearby players during a match. Who you hear depends on their position relative to you, with voices placed directionally and shaped by the surrounding environment. Walls can obstruct voices, indoor spaces can change how they sound, and being inside a vehicle will also affect what you hear. You’ll be able to see who is speaking through Proximity Chat, with options to mute or report players when needed. Solo players and parties will default to Game voice chat, making it easier to take advantage of these interactions. To give you more control over this experience, we've also added the following options: Below the Commo Rose, you can now quickly swap channels and globally turn Proximity Chat on or off. Opening the scoreboard in Battle Royale will show a list of recent players you’ve heard through Proximity Chat. From there, you can mute, report, or block a player by selecting their name through the EA Connect pop-up. Up to four players can be heard at the same time. A UI message will let you know when this limit has been reached, with additional speakers temporarily muted until a channel becomes available. We’re excited to bring Proximity Chat to Battlefield Battle Royale, but real-world testing will be important as we continue to tune the experience. We’ll be looking closely at feedback around audio range, clarity, moderation tools, and how Proximity Chat affects gameplay before expanding the feature further. During this testing period, Proximity Chat may be switched on or off while we apply fixes and improvements. Once you’ve had a chance to try it, let us know what works, what doesn’t, and how it changes the way you communicate on the battlefield. Phantom Program Also starting with Tidal Strike, players can tackle the Phantom Program, a limited-time REDSEC operation. Hunt for hidden intelligence, easter eggs and the larger mystery of what has caused the Fort Lyndon security network breach. Earn exclusive rewards, including Weapon Packages and more. Major Updates for 1.4.3.0 Vehicle Improvements: Transport Helicopters, RCB90s, and Scout Helicopters have received gameplay, balance, presentation, and handling improvements. Gunplay and Readability: Weapon reticles, optics, attachment presentation, and a range of weapon-specific issues have been updated to improve clarity and consistency. REDSEC Improvements: Battle Royale mission flow, ring interactions, redeployment, loot behaviour, spectating, and quality-of-life systems have received further updates. Portal and Custom Lobbies: Custom Lobby reliability, spectator tools, Spatial Editor functionality, Portal scripting, and creator-facing tools have been expanded and refined. UI and Presentation: Menus, Ranked information, Store and Battle Pass flows, End of Round presentation, and item visibility have received a broad polish pass. Audio and AI: Audio feedback has been improved across movement, vehicles, and interface interactions, while AI gains improved navigation and water traversal. Reticle Improvements In 1.4.3.0, we’ve overhauled reticles across all weapon optics, launchers, and gadgets to deliver cleaner visuals, reduced clutter, and improved readability against any background. These refinements also strive to enhance the visuals with a more pronounced glow, crisper lines and optimized overall sizing of the center dots/reticles, ensuring a clearer view so you can focus on lining up every shot. 1.4.3.5 update, arriving in a few weeks. CHANGELOG PLAYER Corrected an issue where picking up a fallen Support Kit would grant the ability to revive teammates even after picking up another class kit. Corrected an issue where healing counted as a damage event that kicked players out of using remote-controlled gadgets. Vehicle supply crate collision radius checks are now slightly bigger to prevent player clipping bugs from occurring. Launchers will now have a small splash VFX play when the projectile passes through water. Fixed an issue where, when swimming/on the surface, players received a damage reduction when the bullet went through them and hit the water underneath. Players are no longer able to phase through the Carrier while driving the boat at a moderate amount of speed. Requesting revive is no longer interrupted if a friendly reviver gets killed or cancels the revive. Made vehicles more audible while the player is underwater. Corrected an issue where aim rotation could behave incorrectly when using the Repair Tool from the open seat in the UH-79. Fixed a visual issue causing the gunner’s first-person hands to glitch when looking up or down in the UH-79. Corrected an issue where a precise damage calculation could occasionally kill a soldier who had received roughly 99 damage. Improved the ability for players in a party to join the game together. VEHICLES Corrected a camera issue where tanks and the RCB90 could stutter while zooming in third-person view. RCB90 Patrol Boat Health increased from 800 to 1000. Improved steering responsiveness. Corrected an issue where the RCB90’s Deploy Ramp passive could remain active when it should not. Updated RCB90 weapon and vehicle event feedback for supported haptic devices. Corrected a typo in the Lock-Guided Missile description of the RCB90 Patrol Boat. AH-6 Little Bird Minigun overheat per bullet has been increased by ~33%, roughly overheating ~1.5 seconds faster than before with continuous fire. Decreased Minigun damage dealt to RCB90 Patrol Boats and ATPs by 50%. Transport Helicopters can now correctly take damage from small arms fire. GADGETS Corrected an issue where a tank could be destroyed by running over a friendly Portable Mortar. AA Gadget balance: SLM-93A and 9K38 Igla: Lock-on directional indicator for air vehicles has been removed. Developer comment: We've heard your feedback on infantry vs. aircraft balancing. We are removing the directional warning that alerts pilots to the location of a MANPAD lock-on. This means pilots will have to break off attacks earlier or wait for the missile trail to find its source, making the MANPAD a more effective deterrent and its user less vulnerable to immediate retaliation. The defibrillators no longer fire a charge upon stance change. WEAPONS Resolved an issue where the icon for the canted irons on the EF88 was misplaced Fixed an issue where match ammo for the M2010 and SVK had unintended amounts of damage reduction versus opponents in water. Corrected issues related to weapon stats not updating correctly for the EF88, BROD and VSSM. Updated descriptions on several weapons, including mention of subsonic ammo, which is a default attribute on the M45A1 and vz.61. The weight of the long and lightened suppressor in the L115 has been swapped. Corrected an issue where Vertical Grips on RPKM and RPK-74M have an offset hand position when a laser or light is equipped. Reticles have been improved for clearer visibility, with better readability against bright backgrounds. There is a new option allowing players to turn off the Picture-in-Picture zoom functionality on optics, which will change zoom to only use full-screen FOV rather than combine FOV and additional zoom inside the optic. Changing this does not change the total magnification scale but ensures the total zoom is only changing FOV. BROD3 Corrected an issue where the lasers did not move with the short/extended handguards on the BROD 3. Lasers now correctly adjust their position on the BROD 3 with the short and long handguard. Resolved an issue where thumb placement was unnatural when equipping certain grips on BROD 3. Corrected an issue where the BROD 3 Handguard was missing its icon. Interdictor Balance Updates Minimum damage increased from 62 to 80. Limb damage now matches chest damage Sweet spot damage decreased from 150 to 100 Sweet spot range adjusted to 120m to 160m Damage against armor in REDSEC increased to 100 regardless of hit location or distance Incorrect impact visual effects were corrected for all ammunition types except Match Grade Ammo Iron Sight attachment now costs 15 points. Developer comment: The Interdictor's damage didn't always match its powerful feel, so we've increased its effectiveness and consistency. It now deals 80 damage to the chest and limbs at all ranges, making two-hit kills much more reliable and one-hit kills on damaged foes more common. To better counter players using armor plates, especially in REDSEC, we've also increased its damage against them. With these adjustments, the old "sweeter spot" mechanic was redundant, so we have normalized the damage for more predictable performance. MAPS & MODES Carrier Strike Added Out of Bounds volumes to reduce instances of spawn camping on the carrier deck. Corrected an issue where HQ icons would not stick to the minimap in Rush and Breakthrough. Fixed "Alliance Disbanded" notification incorrectly appearing during the final round of Gauntlet. Corrected an issue where a player's class would be deselected after exiting a mode tutorial. Jets will no longer spawn on the carriers once breached, and will only be available through the deploy screen. Developer comment: We love seeing the battles on Carrier Strike, and we've also seen your feedback about spawn camping on carriers. We're rolling out some adjustments to improve the overall experience of the mode. Please let us know what you think once you've had a chance to play with these changes! Iberian Offensive Resolved an issue where some wall sections had no collision. Better wear a helmet when running into those now. Manhattan Bridge Adjusted out-of-bounds on the first floor of a building near point E in conquest. Adjusted several areas where the collision checks were overextended. This will make flying more predictable and cause fewer helicopters to crash against these buildings. Tsuru Reef Breakthrough Each sector has been expanded to allow both teams more flanking routes and the use of boats. Sector 1 Added 2 RHIBs Swapped Attacker Light Transport for APC Expanded the size of the Capture Points at “A” Moved “B” to a Warehouse along the Marina Sector 2 Increased the size of Capture volume B to include more cover Swapped Attacker Light Transport for APC Swapped Defender Light Transport for Quad Moved Defender contested spawns back 10-15M Fixed Attacker contested/non contested spawns at the beach Sector 3 Added an additional Capture Point down below across the waterway Swapped Attacker APC for Light Transport Removed APC for Defenders Increased the size of Capture Point “A” Sector 4 Reduced the number of Capture Points from 2 to 1 Expanded the Capture Point size of “A” down at the Docks PROGRESSION Kill Confirmed and Assist Confirmed round stats now track correctly towards Career Bests. New seasonal hardware assignments have been added for Season 4. Corrected an issue where the SABOTEUR Accolade could be incorrectly awarded when destroying your own Supply Bag. UI & HUD Corrected an issue where the "Steady Aim" prompt would appear while holding breath, even if set to toggle mode rather than hold mode. Fixed the issue in the net graph where it was showing armor breaking events that also dealt health damage as two separate damage events instead of one. Corrected an issue where contract progress would display incorrectly. Changed the Contract Failed string to Contract Expired. Corrected an issue where the resurface screen effect would play when standing in water and editing loadout. Corrected an issue where duplicate multiplayer requirement tags could appear in Custom Search. Corrected an issue where the Event tab could be missing or inaccessible from the main menu when an event was active. Corrected an issue where certain events could display an incorrect end time in the Challenges tab. Fixed a brief delay when viewing Battle Pass Instant Rewards for the first time. Corrected an issue where the splash screen could appear cropped on super ultrawide displays. Corrected an issue where the XP Boost panel could overlap with other UI elements in the main menu. Updated event timers to display consistently across the Home and Event tabs. Corrected an issue where empty reward tiles could appear in End of Round progression. Corrected an issue where selection highlights could overlap adjacent tiles in Game Options. Corrected an issue where Hardware attachments could disappear from Loadouts after viewing their Challenge unlock requirements. Improved the readability of row titles in the Play menu when displayed over bright backgrounds. Improved the layout and presentation of Ranked information in the Player Profile. Fixed attachment indicator alignment issues across several weapons. Corrected an issue where the keyboard shortcut to like a map was not working on the End of Round screen. Corrected an issue where the Mark All Seen button could remain visible after clearing all new item indicators. Corrected an issue where Career Rank could be missing from the main menu after leaving a match. Corrected an issue where characters could appear without their weapons when viewing Unit Details in Loadouts. Corrected an issue where Challenge progression could display incorrectly on the End of Round screen. Corrected an issue where equipped Player Card Titles could fail to update in the Lobby. Corrected an issue where the Clear All Indicators button could remain visible after clearing all New indicators in the Battle Pass. Corrected an issue where character previews could become unavailable after equipping certain characters in Loadouts. Improved the consistency of icon artwork across multiple characters, weapons, and gadgets. Corrected the name of PAX's Scout Helicopter to MH-350. Resolved an issue that caused the BF Pro popup to appear more frequently than intended. PORTAL Fixed layout overlap between player count and ping indicators in the Server Browser. Map bounds now focus on the experience's intended play space, and Out-of-Bounds areas will be hidden by default. Updated Portal's music system so queuing a new radio music track no longer restarts the currently playing track. Ring of Fire now displays a flashing indicator when the player is near the Ring’s edge. Mesh quality has been improved for several assets. Battle Pickup icons no longer persist after item pickup. Added a new BlockingSphere object type to block spotting and added new VFX for clouds. The example level and script BlockingSphereAndCloudsExample can be found in the SDK. Aircraft Carrier Variation mutator now has a new option to allow use of the Carrier Strike version. Players can now ping custom objectives and Capture Points. The SetPlayerMovementSpeedMultiplier function is now limited to 0.8–2.5, with improvements to reduce rubberbanding. The OnPlayerEarnedKillAssist event now fires as intended. Breakthrough HUD UI Elements Added Breakthrough and Team Deathmatch score tickers. Updated GameModeScore actions with Team and GameStageType params. Added water plane visualization to Spatial Editor. This allows Portal creators to see the water level for levels. After rigorous swimming lessons, AI bots can now navigate through water more reliably. Using Save As now identifies the correct level to export. Added Sandbox Ocean to SDK. Added Wake Island to SDK. Fog has been added as an option for Out-of-Bounds areas on the deploy screen in the Web App. As part of Sandbox Ocean, ocean functions have been added to modify the water. An example level and script can be found in the SDK EnableWater SetWaterBeaufortScale SetWaterLevel SetWaterWaveAmplitude SetPlayerBreathTime GetWaterBeaufortScale GetWaterHeight GetWaterIsEnabled GetWaterWaveAmplitude OnPlayerEmerged OnPlayerEnteredWater OnPlayerExitedWater OnPlayerSubmerged Calling EnableHQ no longer causes out-of-bounds within HQ area. HQs can now be linked to Sectors, VehicleSpawners can be linked to HQs Players are now able to host or play Gulf of Lyndon: Night Ops Conquest without getting a "Timeout" error message Logging in to Web App with a locale in the URL now redirects to the correct URL. The page will also no longer remain blank after logging in. Class restriction selections are now properly reflected for single team modes. Reduced network payload size for larger spatial attachments through compression. ViperStudiosAndy Portal Custom Conquest Template Now uses the official capture UI Now uses official capture point sounds Added AI difficulty (1 Easy | 2 Default | 3 Hard | 4 Impossible) Added option to control how likely AI will use vehicles AI names will now be assigned to teams AI behaviour improved Fixed Cairo Bazaar Combat Area Performance improvements New Map Added: Tsuru Reef ViperStudiosAndy Portal Custom Breakthrough Template Official MCOM HUD added (location is fixed, so sector UI is now underneath for now) Added toggle for UI timer Added AI difficulty (1 Easy | 2 Default | 3 Hard | 4 Impossible) Added option to control how likely AI will use vehicles AI logic improved for Tsuru Reef Team switcher range increased ObjID(990-999) Fixed FX when joining mid-game Added support for FA-81F-Super-Spectre and F-74A-Seacat Performance improvements New Map Added: Tsuru Reef CUSTOM LOBBIES: Expanded Custom Lobby creation support to cover: Tactical Obliteration Obliteration Breakthrough Escalation Rush Domination Team Deathmatch Squad Deathmatch Custom Experiences Developer comment: We are adding these modes to Custom Lobby creation, and players will be able to host games in these modes from 1.4.3.0 onwards. Spectator mode will not be available at launch of Tidal Strike, but we’re working on adding it to these experiences. Custom Experiences will likely require several adjustments from their creators to work in Custom Lobbies, and Spectator Mode. Fixed an issue in Spectator mode on Conquest where the capture zone outline color did not match the correct team in some cases. Fixed an issue with long loading times when switching players in Spectator in some scenarios. Corrected team color for Headquarters being incorrect in Conquest mode for spectators. Objective colors no longer display as white on the Mini Map while in Spectator mode. Added a confirmation visual prompt when admins select 'Apply' in Map Selection for Custom Lobbies. Added notification banners when a player is promoted to Squad Leader in Custom Lobbies. Added 'Ready to Start' notification prompts on host screens once minimum player counts are reached. Added the ability to lock a host to be unique in Custom Lobbies and retain the host abilities upon disconnection. Cleaned up redundant chat configuration options in Custom Lobby settings menus. Corrected a visual issue where squad member Career Ranks could temporarily display the same value when joining a Custom Lobby. Fixed an issue preventing hosts from deselecting highlighted players in the Spectator list. Corrected an issue where rapid map selection toggling caused incorrect map listings to persist. Corrected an issue where the host status was not updated properly in the Custom Lobby screen. Improved visual duplication of player names in the spectator list. Improved visual highlighting glitches in the unassigned section of Custom Lobbies. Resolved an issue where Custom Lobbies could occasionally start on a map outside the selected playlist. Resolved an issue that could prevent Custom Lobby hosts from rejoining a server using the mouse on PC. Resolved an issue where Custom Lobby welcome messages were not shown to players when they joined. Resolved an issue where multiple players could receive the Host icon after the host switched to Spectator and left the session. Resolved an issue where long host names could overlap the “Unassigned” tab in the Custom Lobby screen. Corrected an issue where resetting the map would open the player report menu on controller when using spectator. Spectators are now able to spectate players from the scoreboard with the map open. The spectator is now able to create new POI cameras by holding Shift and pressing the F1-12 Hotkeys. Spectators are now able to switch to other members from the same squad using the designated buttons on the controller. AUDIO Corrected an issue where first spawn Commander VO lines for the defending faction in Breakthrough were not playing. Resolved an issue where walking and running through water could produce unnatural movement sounds. Fixed missing sounds for spectator options UI in Spectator Mode. Corrected an issue where certain item pickup sounds could be heard by more players than intended. The F/A-81F Super Spectre and the F-74A Seacat now have proper SFX when selecting them in the Loadout menu. Resolved an issue in Carrier Strike where the in-game Commander VO failed to play for the remainder of the round if the intro cinematic was cut short by a rapidly filling server. Corrected an issue where localized VO could fail to play when destroying an enemy air vehicle. REDSEC BATTLE ROYALE Corrected an issue where the weapon model was invisible in first-person view after reviving. Vehicles and gadgets are now destroyed correctly when the Ring of Fire passes through them. Vehicle health brackets are no longer shown in the soldier kill card after being killed by a vehicle. Spectators now receive the squad wipe notification when the spectated player secures a squad wipe. Corrected an issue where the Javelin launcher could not always be looted from the back of the Box Truck in Battle Royale. Corrected an issue where VL-7 Smoke audio effects and coughing could continue after players were no longer affected by the gas. Weapons Cache mission reward images now match the rarity of each reward. Corrected an issue where the insertion helicopter player count could appear after the helicopter sequence had ended in Battle Royale. A grace period has been added before a tank can be hunted by the Tank Hunter mission in Battle Royale. Data Extraction download time has been reduced from 15 seconds to 5 seconds. Trackers consumed by the Ring of Fire now count towards Evasion mission progress in Battle Royale. Corrected an issue where the Respawn Tower on the aircraft carrier had no visible outline when redeploying squad members in Battle Royale. Corrected an issue where contract loot was temporarily hidden from players in vehicles. Updated the Weapons Cache mission to award higher-rarity weapons based on the squad's level when starting the mission. CLASSES Assault Improved the ability for players to see spotted enemies through objects after reaching Level 3 as Hazmat Breacher with the Tracker talent on Fort Lyndon. GADGETS Corrected the M320A1 ammunition count shown in the Pointman Training Path so the description matches the weapon’s in-game capacity. Corrected an issue where the JAGM Strike wasn't targetable by the Hardware Suppression System. GAUNTLET Corrected an issue where a player's banner could become cropped during the End of Round sequence. RANKED Fixed a visual bug causing the Ranked Point (RP) entry cost for placements 23–25 to be missing in the in-game HUD. Adjusted the pre-lobby leave penalty grace period from 30 seconds to 3 minutes to prevent unpenalized early leavers. Added the ability to report a player for being AFK through EA Connect, giving players another way to flag teammates who are not participating. Added AFK Kick System. Our AFK systems will now identify players who have become inactive and provide a clear warning. If the player takes no action to clear the warning, they will be removed from the match. The system will account for spectating, waiting for redeploy in Battle Royale and similar situations. UI & HUD Corrected an issue where matchmaking could become unresponsive if a teammate left the queue from the End of Round screen. AUDIO Corrected an issue in REDSEC where an incorrect subtitle displayed for the Armor Call-In Handler VO line. Resolved an issue in REDSEC Quads where an incorrect Handler VO line would trigger after your squad was wiped. AI AI bots in REDSEC can now use hanging ropes to reach the underground tunnels in Fort Lyndon. For the latest updates, keep an eye on this subreddit and our BattlefieldComm X account. If you need to report any issues, please visit EA forums. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord. 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.346Views6likes4CommentsBATTLEFIELD 6 UPDATE 1.4.2.5
Battlefield 6 Game Update 1.4.2.5 is scheduled to release on September 1, bringing targeted quality-of-life fixes and reliability improvements across Battlefield 6 and REDSEC. This small update addresses a handful of issues introduced or identified following Update 1.4.2.0, with improvements to match flow, gameplay consistency, Custom Lobby reliability, UI behavior, and stability. Update Highlights for 1.4.2.5 Gadget and Vehicle Combat Improvements: Laser designation now works correctly against fighter jets in Carrier Strike, while helicopter miniguns can once again damage soldiers in the water. Portal Custom Lobby Improvements: Custom Lobbies receive further reliability improvements, including resolving an issue that could prevent the “Start” tile from responding during the lobby countdown. Gameplay and Mode Polish: This update also addresses issues affecting Battle Royale Quads, Gauntlet: Fighter Sweep, Support pings, the Match Trigger attachment, AI behavior, and general stability and presentation. CHANGELOG PLAYER: Support players can now ping downed teammates correctly. Players can now join a Party by accepting an invite while on the splash screen. VEHICLES: Helicopter miniguns can now damage enemy soldiers who are in the water. Laser designation now works correctly on the F/A-81F Super Spectre and F-74A Seacat while playing Carrier Strike. GADGETS: Grenade warning indicators now remain at the edge of the screen when the grenade is outside the player’s view. The EOD Bot Arm has been adjusted to function as a light melee weapon, providing the faster run speed benefit without the destruction capability of heavy melee weapons. WEAPONS: The Match Trigger attachment no longer affects fully automatic fire on the BROD and EF88. UI & HUD: We’ve addressed several causes of black screens after finishing a match and switching from the Event tab to the lobby. This should reduce how often the issue occurs while we continue investigating remaining occurrences. Placeholder squad names and icons no longer appear during the “Top Squad” presentation at End of Round. The Featured Event tab now appears correctly in the menus. PORTAL: Portal Custom Lobbies: The “Start” tile now remains responsive after opening “Lobby Settings” or the Pause menu while the lobby countdown is active. AI: AI defenders using boats in Sector 3 of Breakthrough on Wake Island no longer leave the combat area and are eliminated. STABILITY: Server performance around water has been improved by reducing unnecessary water-related processing. The game no longer becomes unresponsive on Xbox Series S after returning from active Multiplayer gameplay. REDSEC MAP & MODES: Destroying structures at the Combat Training POI no longer leaves visual artefacts. Gauntlet: Fighter Sweep now correctly limits squads to two players. 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.236Views3likes1CommentBATTLEFIELD 6 GAME UPDATE 1.4.1.5
Battlefield 6 Game Update 1.4.1.5 is a smaller quality-of-life update focused on improving reliability, presentation, and moment-to-moment gameplay across Battlefield 6 and REDSEC. This update addresses a range of issues affecting deployment, aiming, Challenges, vehicles, maps, Portal, UI, audio, and visual presentation. It also includes targeted corrections to improve consistency across Multiplayer and Battle Royale experiences. Update 1.4.1.5 is launching on Tuesday, August 4, at 8 AM UTC. Major Updates for 1.4.1.5 Gameplay Reliability: Improved deployment, aiming, water transitions, and vehicle behaviour across Battlefield 6 and REDSEC. Challenge and Menu Improvements: Updated Challenge tracking and corrected several UI, Loadout, and customisation issues. Map and Portal Polish: Addressed visual, collision, interaction, and audio issues across multiple maps and Portal experiences. CHANGELOG PLAYER: Transitioning to aiming down sights with a Sniper Rifle while suppressed is now smoother when playing as a class other than Recon. Soldier models, HUD, and UI elements now appear more quickly after deploying into a match. Soldiers no longer play the "Falling Man Down” animation after briefly falling into water. A duplicate crosshair no longer briefly appears when entering or exiting aiming down sights. Players can no longer become stuck or pass through a stone foundation wall on Iberian Offensive. VEHICLES: Thermal Smoke Discharge now damages nearby enemies correctly when the vehicle is positioned on a slope. Main Battle Tank Canister Shells no longer incorrectly change into Aim-Guided Shells when switching between primary and secondary weapons during a reload. WEAPONS: The 1P86 Variable Scope can no longer be used while operating an underbarrel launcher. Underbarrel attachment models on the M123K now update correctly when changing the equipped underbarrel attachment. PROGRESSION: The Season 3 Catch-Up Hardware Challenge for the PP-19 now correctly tracks Suppression Assists earned with SMGs. MAPS & MODES: Players now spawn correctly during the PAX insertion sequence in Breakthrough on Tsuru Reef. Destroying the building next to the Palace on Cairo Bazaar no longer exposes unintended level geometry on the first floor. Pylons on Railway to Golmud now remain visible at medium distances, improving visibility for pilots. Corrected visual corruption near Objective C on Tsuru Reef that could cause intense flashing effects. UI & HUD: Campaign Options can now be opened from the Select Difficulty screen. Console players can now like Portal experiences. The “Frontline Fixer” character skin now displays with the intended texture quality. An unintended placeholder sticker no longer appears in the weapon Stickers menu. The Loadouts screen no longer appears blank after returning to the Weapon Package menu through a Battlefield Pro Challenge deep link. PORTAL: Supply Crates in Portal Battle Royale experiences now remain synchronised after a player crashes and rejoins the match. STABILITY: Corrected an issue on PC where certain NVIDIA GPUs could experience a driver crash when changing attachments on the SOR-300SC, using Custom Search, or playing on maps with large bodies of water. REDSEC VEHICLES: Tanks in Battle Royale no longer remain stunned when entered immediately after sabotage ends. AUDIO: The lobby join sound effect no longer loops while starting a Battle Royale match. 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.655Views1like2CommentsBattlefield 6 - Community Update - Naval Warfare and Our Journey Since Launch
Naval Warfare Returns in Season 4 Tsuru Reef Battlefield 6 Today What Players are Enjoying Right Now Season 3 by the Numbers Community Experiences Worth Trying Built Together With Community Feedback Combat Quality of Life Play Your Way Ranked Battle Royale More To Come Welcome Back Hey everyone, As we prepare for Season 4, we wanted to take a moment to reflect on how Battlefield 6 has evolved since launch. Over the past several months, Battlefield 6 has grown into a broader, more varied experience than it was at launch. The game now features 15 multiplayer maps, up from 9 at launch, alongside 58 weapons, new vehicles, returning modes, seasonal events, and community-created ways to play. That growth has been shaped directly by your feedback across our community channels, through Battlefield Labs, and by how you play the game. One of the clearest examples has been map variety, where we've seen both community conversations and player surveys reflect a positive shift as battlefields like Railway to Golmud and Cairo Bazaar have expanded the ways you can play. With Season 4 landing on July 21, we're building on that momentum through the addition of Naval Warfare, the introduction of Tsuru Reef, the return of Wake Island later in the season, and more updates shaped by your feedback. If it’s been a while since your last deployment, there’s never been a better time to jump back in. Naval Warfare Returns in Season 4 Season 4 expands Battlefield’s all-out warfare with the return of Naval Warfare, introducing an all-new lineup of naval vehicles designed specifically for combat across open water. These new boats expand Battlefield's combined arms sandbox, introducing new tactical opportunities throughout every match. Supporting Naval Warfare is an all-new dynamic wave system that changes how battles play out on the water, bringing another compelling element to naval combat. Battlefield has always been about player choice. Some battlefields are designed around fast-paced infantry combat, while others provide room to maneuver, make use of vehicles, and approach objectives from different angles. Naval Warfare builds on that philosophy by expanding how players can approach every engagement. Together with Tsuru Reef, Naval Warfare brings Battlefield's signature land, sea, and air combat together into one experience. If you haven’t seen our action-packed Season 4 Gameplay Trailer, make sure to check it out here. We'll also be taking a closer look at Naval Warfare and how to use the new naval vehicles in the days ahead. Tsuru Reef Launching alongside Season 4, Tsuru Reef is a brand-new battlefield built around Naval Warfare and Battlefield's signature combined arms gameplay. Designed to support combat across land, sea, and air, Tsuru Reef offers a variety of ways to approach every match. As one of our largest battlefields, it gives players more room to maneuver, open up new flanking opportunities, coordinate vehicle pushes, and choose how they want to tackle each objective. Whether you're taking the fight onto the water or leading the charge on land, Tsuru Reef is designed to create memorable Battlefield moments while giving you the freedom to play your way. We'll be sharing a dedicated look at Tsuru Reef before Season 4 launches, exploring the map's layout, design philosophy, and the new opportunities it creates for players. Battlefield 6 Today Let’s take a moment to look back at how Battlefield 6 has evolved over the past several months. We've expanded the fight between NATO and Pax Armata with new maps like Railway to Golmud and Cairo Bazaar while continuing to refine the overall experience based on your feedback. With these additions, we've seen community sentiment around our maps improve significantly through our Discord surveys as players continue discovering experiences that match their preferred playstyle. Data results from open Community Surveys shared on the official Discord. Today, Battlefield 6 features an expansive arsenal of weapons alongside a growing roster of vehicles, whether that's taking to the skies in the Little Bird or racing across the battlefield on the dirt bike. Combined with new modes, Community Experiences, seasonal events, and Ranked Battle Royale, Battlefield 6 offers more variety than ever before. With Season 4 just around the corner, Battlefield 6 will continue to expand with new weapons, vehicles, maps, and experiences. What Players are Enjoying Right Now One of the best parts of every game update is seeing how quickly we see you find new ways to create unforgettable moments. One of the biggest conversations following our latest update has been around the improvements to gunplay and netcode. Across our community channels, many of you have been highlighting the more predictable recoil, stronger weapon identity, and more responsive firefights. We've also seen positive discussion around the return of limb damage multipliers, with many players feeling that engagements now reward accuracy and weapon mastery while remaining approachable for new players. Season 3 by the Numbers Since the start of Season 3 through July 2nd, here’s what you’ve been up to on the battlefield. All figures represent combined gameplay hours across all players. Railway to Golmud quickly became Battlefield 6’s most-played map during Season 3, with players spending over 16 million hours battling across its large-scale sandbox. That’s nearly 2.5x the playtime of the next most-played map, Contaminated, which continues to be a favorite from Season 2. Cairo Bazaar, despite arriving midway through Season 3, has already accumulated more than 5.7 million hours of gameplay as players continue jumping into its fast-paced infantry combat. The return of Obliteration has generated more than 413 million hours of explosive gameplay, showing just how enthusiastically the community has welcomed its return. Ranked Battle Royale has already surpassed 1 billion gameplay hours, with competitors continuing to climb the ladder and earn their place among Battlefield’s best. The M16A4 became Battlefield 6’s most-deployed weapon, with more than twice the deployments of any other weapon in the game. The race for the most-played mode has never been closer. Throughout Season 3, Conquest, Breakthrough, and Battle Royale all rank within roughly 200 million player gameplay hours of one another, showing just how diverse our community is. Beyond the numbers, we've loved seeing the incredible moments you've been sharing across the Battlefield community. Here are a few highlights we’ve been enjoying: A surprise launcher takedown on Railway to Golmud: https://www.reddit.com/r/Battlefield6/comments/1uf25tj/you_miss_100_of_the_shots_you_dont_take/ The dream shotgun flank on Cairo Bazaar: https://www.reddit.com/r/Battlefield6/comments/1u44qls/dream_shotgun_flank_on_bazaar/ When medics don't cooperate... improvise: https://www.reddit.com/r/Battlefield/comments/1upx3qf/dumb_medics_wont_give_you_ammo_try_this/ A clutch Ranked Battle Royale win: https://www.reddit.com/r/Battlefield_REDSEC/comments/1ua2h72/clutching_a_ranked_win_last_man_alive/ Community Experiences Worth Trying Of course, we also can’t forget about our Portal creators and community. If you’re looking for something a bit different, below are a few community-created experiences that players have been thoroughly enjoying recently. Be sure to check them out! Night Ops Conquest Created by: Andy6170 Experience Code: 1XVU6 Nighttime has fallen over the Battlefield, so prepare your night vision and get ready for some interaction in the darkness! Siege Of St. Mere Created by: mfnboomstick Experience Code: ZSS9W A Pax Armata Warlord, having taken over the riverside town of Saint Mere and nearby missile facility, offers a challenge to NATO: a face-off, with no air support. Strike at Karkand Created by: EIGuimaraes Experience Code: ZVEE4 After Egypt betrayed the Middle Eastern Coalition by joining NATO forces, the Middle Eastern Coalition joined forces with Pax Armata to defend a crucial region: Karkand ViperStudiosAndy’s Custom Breakthrough Template Community creator ViperStudiosAndy, known for his Custom Conquest template already in the SDK, has created a Custom Breakthrough template that has become a favorite among Portal creators. To recognize his contribution, we're bringing it to the Battlefield 6 SDK. The ready-made Custom Breakthrough template will be available to everyone at the launch of Season 4. It will initially ship with an earlier version and be updated to Andy's V3 later in the season. Want to try it now? Breakthrough Template: zfxyv Night Ops Breakthrough: 1ytr3 If you'd like to build your own Custom Breakthrough experience using the latest V3 version, head over to Andy's template page for more information: https://bfportal.gg/experiences/custom-breakthrough-template/ We're continually inspired by the creativity coming from the Battlefield community, and we can't wait to see what you'll build and discover next. If you want to share an experience you enjoyed a lot or one you built yourself and would like others to try out, join our official Discord server and share your experience in our Portal section! Built Together With Community Feedback Battlefield 6 continues to evolve through the conversations we have with you. From Battlefield Labs through every season since launch, your feedback has helped shape our priorities, and many of the improvements introduced throughout live service began with discussions across our community channels. Combat One of our biggest areas of focus throughout live service has been Battlefield's core combat experience. Across multiple seasons, we've refined weapon handling, improved hit registration and netcode, enhanced soldier visibility, and updated movement responsiveness to help every firefight feel more consistent, predictable, and rewarding. Our latest update in Season 3 marked another major step forward for Battlefield's gunplay. We introduced significant changes designed to create a more intuitive gunplay experience while continuing to reward skill-based play and weapon mastery. It's been fantastic to see so many of you already sharing positive feedback around these improvements, and we'll continue monitoring gameplay data alongside your feedback as we evaluate future opportunities to further improve Battlefield's combat. Quality of Life Beyond combat, we've continued refining many of the systems that support your overall Battlefield experience. Progression has been one of our biggest areas of focus throughout live service, with significant improvements introduced during Season 2 based on your feedback. Based on your feedback, we've made progression faster and more rewarding by increasing XP opportunities, simplifying challenges, and helping players unlock meaningful weapons, gadgets, and attachments earlier in their journey. Today, players progress through the Battle Pass more than 2.5 times faster on average than they did during Season 1, while Hardware Mastery improvements help unlock primary weapon attachments roughly 50% faster across all weapon categories. Alongside progression, we've continued improving menus and other quality-of-life systems to help you spend less time configuring your experience and more time playing Battlefield. We'll continue monitoring gameplay data alongside your feedback as we look for new opportunities to improve quality-of-life systems throughout Season 4. Play Your Way One of our goals has always been to give players more freedom in how they experience Battlefield. That philosophy extends to our battlefield design. Not every map is intended to play the same way, and that's by design. If fast-paced infantry combat with constant action is your preferred way to play, maps such as Hagental Base, Siege of Cairo, and Cairo Bazaar deliver close-quarters engagements with limited vehicle presence. If you enjoy Battlefield's large-scale sandbox, maps like Mirak Valley, Contaminated, Railway to Golmud, and the upcoming Tsuru Reef offer more space to maneuver, coordinate vehicle pushes, flank opposing teams, and give you more opportunities to plan your next move. No matter how you enjoy Battlefield, we want there to be an experience that's right for you. Beyond Multiplayer and REDSEC, Portal and Community Experiences continue to expand what’s possible by giving players new ways to create and play together. Ranked Battle Royale Whether you're returning to continue your climb or jumping into Ranked Battle Royale for the first time, Season 4 marks the beginning of a new competitive season, giving competitors a fresh opportunity to climb the ladder. As the new season starts, ranks will reset based on your Season 3 performance, and rewards will be distributed according to your final placement in Season 3. Alongside the new season, we're introducing additional refinements to the Ranked experience. For a full breakdown of the Season 4 Ranked Battle Royale changes, including rank resets, rewards, progression, and gameplay updates, be sure to check out our dedicated Ranked Battle Royale article. Ranked Battle Royale will continue as part of our Battlefield Labs in Live approach, where your feedback and gameplay help shape future improvements to the experience. More To Come Season 4 doesn't stop there. Later in the season, Wake Island returns to Battlefield 6, bringing one of the franchise's most iconic battlefields back for a new generation of Battlefield players. Alongside new content, we'll continue sharing gameplay updates, community events, and more details on what’s still to come throughout Season 4. We're also looking forward to continuing the conversation with you. Keep an eye out for our next Battlefield Community Q&A after Season 4 launches, where we'll be answering your questions and talking about the topics that matter most to you. Welcome Back Whether it’s been weeks or months since your last deployment, Season 4 is a great time to jump back in. Battlefield 6 has grown significantly since launch through new content, gameplay improvements, and continued collaboration with our community. We can’t wait to see the new moments you’ll create. Battlefield is at its best when we're building it together with you. Your feedback continues to shape what we work on next, helping us understand what's working well, where we should continue improving, and how Battlefield 6 can keep evolving. Please continue to share any issues on our EA forums. Join the Battlefield Discord to squad up with other players, chat with the community, participate in community events and giveaways, and visit our website for the latest news, guides, and seasonal insights. See you on the Battlefield. //The Battlefield Team This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.149Views5likes2CommentsBATTLEFIELD 6 GAME UPDATE 1.3.3.0
On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes. At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon. Battlefield 6 Free Trial From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment. NEW CONTENT Wet Work Event Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt. New Mode Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy. New Battle Royale Mode Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad. New Melee Weapon EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements. Major Updates for 1.3.3.0 New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial. Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently. Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover. Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles. REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight. UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance. Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish. CHANGELOG PLAYER: Dummy Targets no longer slide into place when entering the Firing Range. Firing Range now includes an additional target at 5m for testing close-quarters weapon damage. First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat. Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should. Soldier rotation now behaves correctly when changing stance while dragging a downed teammate. The Briefing Screen camera now centres correctly at the start of a round. Weapons no longer disappear in first-person after being revived. Netcode-specific Improvements Blood effects no longer appear on screen from shots that did not hit the player. Client hit confirmations now display faster when receiving damage. Damage corrections have been reduced by improving how client damage is matched with the server. Damage feedback is no longer delayed when taking damage from multiple sources at the same time. Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover. Death timing is now more responsive in dense combat situations. Netgraph and connection icons no longer freeze when experiencing rubberbanding. Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies. Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions. Network TimeNudge now recovers faster after performance spikes, with reduced spike severity. The client game clock now synchronises with the server more quickly after poor CPU performance. Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering. VEHICLES: Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2. ATPs now reset team ownership correctly when nearby friendlies are downed. Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets. Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain. Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again. Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x. Emergency Repair Pause On Damage timer increased from 1 to 2 seconds. Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit. Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures. Projectile Intercept System activation time reduced to 0.55 seconds. Radio selection now works correctly when using a controller. RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters. The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits. Main Battle Tanks MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets. MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m. MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters. Infantry Fighting Vehicles IFV AP Shell initial velocity increased from 375 to 445 metres per second. IFV AP Shells now pierce the Projectile Intercept System. IFV AP Shells rate of fire increased from 120 to 160 rounds per minute. IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters. Mobile Anti-Air Vehicle Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200. General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130. High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets. High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%. Thermal Smoke Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage. Thermal Smoke no longer removes C-4 Explosives. Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits. GADGETS: Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended. LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying. M320A1 SMK and M320A1 THRM icons now display optics in the correct position. M84 Flashbangs no longer deal damage to gadgets. Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person. Shell impacts from Mortars and JAGM strikes are now visible on the Big Map. The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade. The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed. The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo. TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby. WEAPONS: Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values. Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values. L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles. M2010 5-round magazine now sits correctly in third-person view. M45A1 and Vz.61 sidearms now use Subsonic Ammo by default. M87A1 magazine tubes no longer become invisible in third-person view. Speedloader attachments now play the correct animation in third-person view. The Extended Fast Magazine on the L115 now uses the correct 3D asset. The PP-19 no longer clips through the character model while in the Loadout screen. The Taclight-Hip icon now displays correctly. Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood. Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value. USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies. Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession. Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground. AK-205 AK-205 314mm Fluted Barrel icon now better reflects the attachment model. AK-205 barrel icons now display correctly. AK-205 ergonomic attachments now correctly update weapon stat values. M16A4 M16A4 Carry Handle Iron Sight naming now displays correctly. M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly. M16A4 Flip-Up Iron Sight naming now displays correctly. M16A4 single-fire behaviour in third-person now ejects one shell casing per shot. M16A4 third-person reload animations now correctly press the magazine catch and release. RPK-74M RPK-74M Ballistic Tip attachment cost set to 20. RPK-74M soldier finger animation now behaves correctly after firing a single shot. RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips. RPK-74M third-person prone pose no longer clips the hand through the magazine. Bolt-Action Rifles Sweet Spot Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse. L115 sweet spot range decreased from 120-175m to 100-133m. M2010 ESR sweet spot range decreased from 75-120m to 75-100m. PSR sweet spot range decreased from 100-150m to 90-120m. SV-98 sweet spot range decreased from 54-90m to 54-75m. WEAPON BALLISTIC CHANGES: To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim. Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo. Muzzle Velocity reduced for most primary weapons. Muzzle Velocity Adjustments: ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%) LMR27: Decreased from 880 m/s to 800 m/s (-9.09%) SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%) SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%) TR7: Decreased from 648 m/s to 604 m/s (-6.79%) NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%) M417A2: Decreased from 600 m/s to 560 m/s (-6.67%) M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%) CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%) M240L: Decreased from 630 m/s to 590 m/s (-6.35%) M4A1: Decreased from 630 m/s to 590 m/s (-6.35%) VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%) SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%) GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%) RPKM: Decreased from 670 m/s to 630 m/s (-5.97%) M123K: Decreased from 670 m/s to 630 m/s (-5.97%) M433: Decreased from 670 m/s to 630 m/s (-5.97%) SGX: Decreased from 402 m/s to 378 m/s (-5.97%) QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%) DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%) M/60: Decreased from 720 m/s to 680 m/s (-5.56%) AK4D: Decreased from 720 m/s to 680 m/s (-5.56%) PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%) M16A4: Decreased from 720 m/s to 680 m/s (-5.56%) SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%) PSR: Decreased from 720 m/s to 680 m/s (-5.56%) SV-98: Decreased from 720 m/s to 680 m/s (-5.56%) L115: Decreased from 703 m/s to 664 m/s (-5.55%) L110: Decreased from 780 m/s to 740 m/s (-5.13%) B36A4: Decreased from 780 m/s to 740 m/s (-5.13%) M277: Decreased from 624 m/s to 592 m/s (-5.13%) PP-19: Decreased from 468 m/s to 444 m/s (-5.13%) M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%) SVDM: Decreased from 800 m/s to 760 m/s (-5.00%) GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%) M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%) Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%) M250: Decreased from 760 m/s to 724 m/s (-4.74%) Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%) USG-90: Decreased from 570 m/s to 543 m/s (-4.74%) SL9: Decreased from 510 m/s to 486 m/s (-4.71%) L85A3: Decreased from 814 m/s to 778 m/s (-4.42%) UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%) SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%) PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%) VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%) AK-205: Decreased from 737 m/s to 708 m/s (-3.93%) KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%) RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%) KV9: Increased from 348 m/s to 362 m/s (+4.02%) RECOIL CONSISTENCY CHANGES: We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics. Recoil Variation Adjustments: TR-7: Decreased from 47.1° to 40.8° (-13.4%) AK4D: Decreased from 25.4° to 20.0° (-21.3%) NVO-228E: Decreased from 36.8° to 28.9° (-21.5%) VCR-2: Decreased from 64.9° to 50.3° (-22.5%) M433: Decreased from 50.9° to 41.4° (-18.7%) M16A4: Decreased from 46.4° to 37.5° (-19.2%) B36A4: Decreased from 37.4° to 28.0° (-25.1%) L85A3: Decreased from 29.4° to 22.8° (-22.4%) SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%) KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%) M417A2: Decreased from 19.8° to 15.4° (-22.2%) SG 553R: Decreased from 43.3° to 35.8° (-17.3%) SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%) M277: Decreased from 39.4° to 34.4° (-12.7%) M4A1: Decreased from 37.9° to 30.7° (-19.0%) GRT-BC: Decreased from 31.2° to 26.1° (-16.3%) QBZ-192: Decreased from 23.5° to 19.9° (-15.3%) AK-205: Decreased from 7.8° to 7.4° (-5.1%) RPKM: Decreased from 22.7° to 17.5° (-22.9%) DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%) KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%) RPK-74M: Decreased from 18.9° to 16.1° (-14.8%) M121 A2: Decreased from 39.5° to 31.8° (-19.5%) M240L: Decreased from 41.8° to 34.5° (-17.5%) M/60: Decreased from 38.8° to 29.9° (-22.9%) M250: Decreased from 39.7° to 35.9° (-9.6%) M123K: Decreased from 55.9° to 47.7° (-14.7%) L110: Decreased from 39.4° to 31.0° (-21.3%) SCW-10: Decreased from 35.0° to 33.5° (-4.3%) UMG-40: Decreased from 17.4° to 13.0° (-25.3%) KV9: Decreased from 57.6° to 50.0° (-13.2%) CZ3A1: Decreased from 59.1° to 50.8° (-14.0%) SGX: Decreased from 39.8° to 31.7° (-20.4%) PW5A3: Decreased from 33.2° to 28.3° (-14.8%) PP-19: Decreased from 21.4° to 18.0° (-15.9%) SL9: Decreased from 16.2° to 13.0° (-19.8%) USG-90: Decreased from 42.8° to 35.5° (-17.1%) PW7A2: Decreased from 33.3° to 27.8° (-16.5%) VZ. 61: Decreased from 20.8° to 18.4° (-11.5%) Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill. Damage Multipliers To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms. This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso. In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight. To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments. Automatic Weapons Damage Multipliers: Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x Stomach: Decreased from 1x to 0.84x Limbs: Decreased from 1x to 0.84x DMRs Damage Multipliers: Head: Unchanged (1.34x, 1.5x, 1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x Stomach: Decreased from 1x to 0.91x Limbs: Decreased from 1x to 0.91x Sniper Rifles Damage Multipliers: Head: Unchanged (1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x Stomach: Decreased from 0.8x to 0.67x Limbs: Decreased from 0.8x to 0.67x Weapon Dispersion Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery. Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges. Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth. On average, dispersion growth has increased by 14%. Weapons with the highest damage output can receive up to a 22% dispersion increase. Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms. MAPS & MODES: Capture points can now be pinged correctly. M-COM “Destroyed Support” events now trigger correctly. Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill. Obliteration Bomb objectives no longer become trapped under debris piles. Obliteration now backfills with Bots to populate the server and meet game start criteria. Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo. Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby. Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress. Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active. Updated the Automated Anti-Air range to be consistent across all maps. Water no longer flickers when viewed from a distance. PROGRESSION: Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen. Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective. UI & HUD: “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open. Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play. Air vehicle icons now remain visible when aircraft are at a higher altitude than the player. An Event tab has been added, making it easier to explore event content, track progress, and earn rewards. Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position. Battle Pass items now remain correctly framed within the menu. Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time. BF Pro challenges can now be tracked as intended. Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud. Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations. Combat areas for flying vehicles now appear correctly when viewed on the Big Map. Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort. Cosmetic items now display the correct icons and artwork more reliably. Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed. Deploy Screen camera no longer shifts unpredictably when attempting to centre. Distance limits for displaying nearby medics while downed have been adjusted to 50m. Enemy icons now appear correctly on the Big Map. Free Mode Trial tiles now keep their Trial tags after a menu refresh. Gadgets and melee weapons now appear correctly framed within the Loadouts menu. Hit indicators no longer appear before a spectated player is seen damaging another player. Obliteration game mode name now appears correctly in its Custom Search description title. Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context. Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S. Profile tabs now display hover visuals when hovered and focus visuals when focused. Purchased Battle Pass tier items no longer appear incorrectly locked. Revive icon opacity for friendlies now applies correctly when zooming. Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu. Spotted notifications now continue to appear correctly after a player’s first death. Sprays now appear correctly in Store bundle previews. The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence. The “Getting Revived by” UI text no longer appears compressed. The crosshair no longer moves unintentionally when swapping weapons while sprinting. The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages. The pre-game lobby now displays the player’s selected Training Path. The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match. Weapon Charm thumbnails now display with the correct orientation. World icons no longer use the “When Zooming” opacity setting while not zooming. SETTINGS: Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive. Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight. PORTAL: “Core_Stinger_RankUp” music now triggers more reliably and as intended. “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3. “mod.SetPlayerMaxHealth()” error logs now display the correct value. “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences. Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions. AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn. Custom Bazaar has been added to the Spatial Editor. Free Camera has been updated with a new control system. M-COM functionality and Bomb asset have been added to Obliteration. Operation Metro community map has been added to the SDK. Physics Impulse now includes an example and a Readme file. Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area. Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle. Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time. Screen Effects now support Freeze Max amounts above 200. Sound Effect feedback now plays when joining a match through the Portal Server Browser. Text formatting now appears consistently in the Portal Server Browser. The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects. The Rules Editor now updates correctly after importing a Blockly JSON file. The Train on Railway to Golmud now only loads the variant requested by the experience creator. Third-person camera collision and positioning have been improved. Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs. Vehicle Resupply Station has been added to the SDK. Verified modes have been added for Squad Deathmatch and Team Deathmatch. AUDIO: Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle. Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue. Defibrillator charge replenishment now has unique sound effects. Focus sound now plays correctly on the “Select Character” button when using a controller. Foley audio no longer cuts off when stopping movement. Land vehicle Doppler and pass-by audio has been improved. Lopez voice lines no longer reference tanks when other enemy vehicles are present. Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby. Navigation sound effects now play correctly when viewing player profiles through the Social menu. Obliteration urgency music now plays correctly when a match ends by time limit. Small concrete buildings now provide improved destruction audio feedback. Small vehicle wreck fire audio now has improved spatialisation. Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality. Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession. Sound effect feedback now plays when joining a match through the Portal Server Browser. The Defibrillator reload animations now include new audio. Vehicles no longer randomly play low-health sounds when they should not. Weapon-to-shoulder movement now has added audio when stopping a sprint. Wooden surfaces now play the correct sounds when destroyed by a melee weapon. AI: Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar. Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar. Bots can now use boost when driving cars and tanks. Bots now recognise parked vehicles as obstacles. Bots now turn more effectively at speed when driving cars and tanks. Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars. REDSEC PLAYER: Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play. Ammo and armour plates can now be automatically looted when placed on certain couches. Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled. Corrected an issue where ammo and armour plates sometimes had to be manually picked up. Corrected an issue where weapon drops sometimes were empty. Improved infantry armour animations during stance transitions, including entering and exiting prone. Players no longer get stuck interacting with the Antenna during the Signal Decryption mission. Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning. Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying. Second Chance fade transitions are now snappier and better hide redeploy transitions. Second Chance messages now appear with improved timing and added animations. Second Chance redeployment and spectating no longer result in a black screen. Second Chance respawn sequences now play at the player’s upcoming spawn location. Squads redeploying through Second Chance after a squad wipe now spawn together more reliably. Teams redeploying through Second Chance now redeploy together more reliably. The “Tank Hunter” mission can now be attempted more than once per match. Thermite Charges can no longer be picked up after sabotaging armoured vehicles. CALL-INS: Updated airstrike call-ins to correctly display their replenishment state before being equipped. Updated the Missile Strike Package inventory display to show the correct number of uses to the player. GADGETS: Grenade Launchers and explosives can no longer open Safes in Battle Royale. MAP: Lighting has been improved to address visual glitches across the Downtown area. Psygas now appears as intended in the Downtown layout in Gauntlet. REDSEC missions have been removed from the “Defense Testing Complex 3” area. The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area. UI & HUD: Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale. Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open. PP-19 loot and upgrade feed entries now display the correct SMG icon. The Compass UI now correctly shows the presence of shooting enemies in Battle Royale. Updated several Contract and Counter Mission icons. COMPETITIVE: Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards. Ranked screen season visuals now show the active game mode and no longer display the arbitrary year. Several Ranked Camo cosmetics have been moved to categories that better fit their style. The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”. Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. *Requires Battlefield REDSEC on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.291Views2likes4CommentsBATTLEFIELD 6 GAME UPDATE 1.3.2.0
Game Update 1.3.2.0 arrives on June 9, bringing the Explosive Charge Event to Battlefield 6 alongside new content and improvements, including Cairo Bazaar, the return of Obliteration, the PP-19 SMG, the Handheld Jammer Recon gadget, and a new Battle Pass Bonus Path. At 09:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, all content in this update goes live, with Cairo Bazaar, Obliteration, the Explosive Charge Event, new rewards, and new hardware becoming available. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, Battle Royale, Gauntlet, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Explosive Charge Event High explosives have been set. Prepare for the blast with the Explosive Charge Event, a limited-time event built around destruction, momentum, and all-out chaos. Every push, pickup, and detonation brings squads closer to pure obliteration. New Map Cairo Bazaar: A lively marketplace in the heart of Cairo enters the fight in Game Update 1.3.2.0. Packed with tight alleys, dense streets, and tactical opportunities for high-intensity close-quarters combat, Cairo Bazaar opens from a crowded market into a small city where vehicles patrol the roads and houses line the combat space. On Cairo Bazaar, every squad becomes a merchant of destruction. New Mode Obliteration: The iconic Battlefield mode returns with a new evolution. In Obliteration, PAX and NATO fight to control neutral bombs placed across the map and use them to destroy enemy M-COMs. Both sides must risk everything to secure the bomb, escort the carrier, reach the detonation site, and obliterate the enemy. New Weapon PP-19: An iconic Battlefield SMG is reborn. Built from a unique predecessor, the PP-19 delivers a modest but dependable close-range option, while still being able to tap into its helical, high-capacity roots through select modifications. New Recon Gadget Handheld Jammer: Jam the enemy signal with the Handheld Jammer, a new Recon gadget that disrupts nearby smart and electronic devices for a short period of time. Battle Royale Solos Battle Royale Solos returns with updates shaped by feedback from its Battlefield Labs live test. Player count has been reduced from 100 to 80, early ring speed has been increased to keep matches moving, and Main Battle Tanks and Infantry Fighting Vehicles have been removed to create a more balanced experience for players fighting alone. New Attachments Cryo: Cryogenically-treated barrel that enables a quick transition to aim down sights (ADS) and improves accuracy during sustained fire. 00 Buck: Standard-penetration shotgun ammunition with increased range and damage per pellet, but fewer pellets per shot. Battlefield 6 Free Trial From June 9-15, Battlefield 6 will be free to play for a limited time. Jump into 5 modes across 4 maps, squad up, and experience ultimate all-out warfare with new maps, new modes, new weapons, and the chance to create your next legendary Only in Battlefield moment. Major Updates for New Content Arrives: The Explosive Charge Event arrives alongside Cairo Bazaar, Obliteration, the PP-19, the Handheld Jammer, and a new Battle Pass Bonus Path that expands the rewards available during the event. Obliteration Returns: The classic Battlefield mode is back with neutral bombs, enemy M-COMs, and intense squad-driven pushes where both teams fight to secure, escort, and detonate the objective. Battle Royale and Gauntlet Improvements: Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring have all been updated for a smoother match flow. Weapons and Attachments Receive a Broad Polish Pass: Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews have all seen further consistency and usability improvements. Gadgets Receive Further Tuning: LWCMS Portable Mortar, M18 Claymores, MAS 148 Glaive, XFGM-6D Recon Drone, CSB IV EOD Bot, LTLM II PLD, Repair Tool, C-4 Explosives, and missile guidance have all been adjusted to improve reliability, scoring, placement behaviour, and counterplay. UI, HUD and Front-End Improvements: End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, “New” Markers, Player Cards, and menu animations have all been updated to improve clarity and presentation. Portal, Audio, Vehicles and Map Enhancements: Portal gains new SDK support, creator tools, Cairo Bazaar for Verified Portal Modes, and Golmud Railway assets, while audio, vehicle behaviour, spawn points, lighting, and map-specific issues receive further polish as well as an updated Custom Conquest Template from ViperStudiosAndy. CHANGELOG PLAYER: Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage. Logistics Expert in the “Support Fire” Support Training Path now applies to Grenade Launchers as well. Teammates being revived now detach properly if they are killed during Drag and Revive. Cancelling Drag and Revive by switching weapons no longer sends the downed player flying. Death animation behaviour has been improved to reduce cases where soldiers travel further behind cover than intended after being eliminated. Death animation impulse is now more consistent across 30Hz and 60Hz experiences. Death animation selection is now more stable, reducing cases where soldiers begin moving in one direction before being corrected in another direction after being eliminated. Deploying on a friendly player no longer causes the screen to remain fully black in some rare cases. Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby. Health state feedback now reacts faster when transitioning between states, such as from alive to Man Down. Hit effect prediction has been improved to better align blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter. Lethal damage now transitions soldiers into their death state more consistently. Lower body rotation now behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud. Soldiers are no longer pushed away when jumping into a ceiling. Soldier blood impact effects have been improved for better visibility. Soldier legs now face the correct direction when turning during Combat Dive. Soldier visibility filtering now activates reliably after respawning. Soldier visibility filtering has received a broader pass to improve readability across varied combat environments, including reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog. Spotting and pinging are now more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke. VEHICLES: Dev note: We’re making the Radar System passive for the Attack Helicopter an innate ability, equipped by default on all Attack Helicopters. To replace it in the passive equipment slot, we’re adding the new Thermal Optics passive, which adds a thermal camera to the gunner seat that is activated when you zoom. This aids gunners with target acquisition and provides a dedicated passive option for pilots who want to focus primarily on their gunner, rather than their rockets. We’re also introducing two new rocket types for the mobile anti-air in order to improve its flexibility and skill expression. Air vehicle radar and minimap range have been expanded when radar is available. All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks. Ground transports, excluding bikes, now support crawl speed functionality when using keyboard input, similar to tanks. Increased the Anti-Personnel Shell pellet count for the MBT from 16 to 32. Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Laser-Guided AA Missiles. Naming for the PAX Scout Helicopter has been updated to display its correct name, MH-350. The Attack Helicopter Radar System is now innate, and Thermal Optics have been added The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons. ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines. New secondary weapon options for Mobile Anti-Air High Velocity Rockets have extremely limited guidance, but are fired rapidly with a higher velocity than other rockets. They require good aim to be effective, but have a higher potential damage output than other options. Aim Guided Anti-Air Missiles carry smaller payloads than the aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability. GADGETS: Dev note: In Season 2, we reduced the velocity and acceleration of the RPG-7V2 in order to make it require more skill in order to hit aircraft with it. This change has been broadly successful, but the trajectory of the projectile could feel unintuitive to players, often causing them to miss at closer ranges. Based on that, we reworked the RPG projectile trajectory and changed the zeroing range. C-4 detonations triggered with a Drone now award XP. Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability. CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM. CSB IV EOD Bot mines no longer clip into terrain. Defibrillators now show their charging animation correctly to other players in third-person. Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP. Enemy gadgets destroyed with the Repair Tool now award score as intended. Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed. Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were. M18A1 AP Mines no longer damages downed players in Multiplayer. M18A1 AP Mines trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage. MAS 148 Glaive missile guidance is now more reliable, including improved tracking at low altitudes. If a missile loses tracking, such as after countermeasures are used, it will now continue towards the target’s last known position. Reworked the trajectory of the RPG-7V2 Projectile. Zeroing range reduced from 100m to 22m. The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom. The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight. TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving. Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air. LWCMS Portable Mortar Dev Note: Since the start of Season 3, we’ve continued to monitor the Portable Mortar and how it performs in stationary playstyles. With this update, we’re further increasing the risk of staying deployed in one location for too long, making it more important to reposition between volleys and avoid return fire from enemy players. So, make sure to pack up and move before the enemy returns fire. Health has been reduced from 250 to 50. Placement animations now end correctly in first and third person when placement is unsuccessful. Placement no longer causes leg desync in third person. Portable Mortar play has been adjusted to encourage more mobile deployment and repositioning. It is now easier to fire and relocate, while static placement is more vulnerable and easier to counter. Replenish time has been increased from 10s to 30s. The “Enter” prompt radius has been decreased from 1.5m to 1m. The “Pick Up” prompt radius has been increased from 1.5m minimum to 1m minimum. The Portable Mortar and Missile Intercept System can no longer be equipped together. The Portable Mortar and Missile Intercept System can no longer be placed near each other. WEAPONS: Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered. Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes, ensuring the attachment has the intended impact on weapon performance. Corrected a typo in the LMR27 weapon description. Corrected an issue where unlocked attachment slots could appear locked in the customisation screen. Extended Barrels on all weapons now cost 5 points, reduced from 15 points, and no longer provide an aiming down sights time benefit. This change is intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options. Hand grips on M16A4 underbarrel attachments now display properly. Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115. Melee attacks now behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it. P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload. RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads. SS26 aim position has been improved so shots and hit indicators align correctly with the front sight. Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players. Tac-Light Hip description text has been updated for the RPK-74M and L115. The USG-90 alignment has been updated so that it is now centered correctly in the character’s hands on the Character Customisation screen. Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view. Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2. MAPS & MODES: Explosive gas cylinders now behave as intended on Railway to Golmud. In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup. Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base. Out-of-bounds access using the Assault Ladder has been closed on Hagental Base. Spawn protection has been expanded on Operation Firestorm to help reduce enemy aircraft pressure near player deployment areas. Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling. UI & HUD: Dev Note: With Update 1.3.2.0, we’re making an initial adjustment to how “New” Markers appear in the Play menu. These markers should now reappear less often on tiles that you have already viewed, helping reduce unnecessary visual noise when moving through the menu. This is a first step toward improving the overall marker experience. We know repeated “New” Markers have been frustrating, especially when they return to content you have already seen. We’re working on broader improvements for future seasons to significantly reduce how often this happens, and we’re also planning to add a quicker way to clear markers in an upcoming update. As always, we’ll continue monitoring feedback after release and will keep refining this system to make navigation feel clearer and less disruptive. Accepting the Voice Chat disclaimer while offline no longer triggers error messages. Attack and Defend orders can now be cleared when using the ping clear input from the map. Battle Pass and Store weapon previews now remain centred in their respective menus. Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options. Captured points now appear correctly in the top HUD. Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu. Challenges widget now stays within the Pause menu screen boundaries. Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000. Damaging sniper decoys now show hit indicators, helping reinforce the illusion of hitting a real soldier. Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession. Dead players no longer block danger pings or spots. Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike. Focused offers in the Store menu now display the appropriate offer tag icons. Front-end animations have been added for Loadout, Customisation, and Store menus. Golf Cart now has its own world icon instead of using a generic car icon. Headshot hit indicators now display correctly when breaking an enemy player’s armour with a headshot. Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations. Increased the height of the minimap camera from 400m to 700m for aircraft, expanding their range of view. Level 3 “Tracker” description on the Hazmat Breacher Training Path has been updated to better communicate its effective range. Loadouts menu text layout has been improved to prevent overlap. M16A4 Precision stats now display more accurately and no longer show as 0 in some cases. M320A1 SMK Smoke gadget sight UI icon alignment has been improved. Neutral vehicles in team HQs no longer appear twice on the deploy screen. “New” Markers in the Play menu now reappear on previously viewed tiles less frequently. Options section navigation button styling now matches Profile → Stats. Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar. Player Card icons now display correctly on the End of Round screen. Quick customisation icons on the deploy screen have been improved for better legibility. Soldier ordering within the “Strix Raiders” and “Task Force Vector” units has been adjusted to better align with their visual class. Players with these soldiers equipped may see them move to their updated class after the update. Spectating a soldier who is remote-controlling an CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera. Spotted enemies now display more reliably when many enemy icons are visible on screen. The “Devastating Impact” Field Upgrade description now lists the correct value of 25% (instead of 50%). The Big Map and deploy map now support rendering underground areas. The Campaign installation status text now displays your install status correctly. The Challenges End of Round tab now populates correctly after spectating someone. The Dog Tags menu no longer shows the “GO TO STORE” button when it is not applicable. The pre-round header is now hidden when viewing class details to prevent text overlap with the map name. “Top Squad” presentation has been improved and now displays correctly at the End of Round screen. Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu. Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience. YOU vs FOE score now counts Bots correctly. SETTINGS: Some changes have been made to improve the consistency and responsiveness of input, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming. The “Deadzone” menu no longer appears unexpectedly after restarting the game. The description for 3D Audio settings has been updated to be more accurate. The “Headphone Width” option description has received a minor spelling correction. Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu. PORTAL: Disclaimer: With this update, some changes may affect existing scripts. After the update goes live, we recommend that players review and test their scripts to ensure everything continues to work as expected. AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings. Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits. Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background. Cairo Bazaar has been added for Verified Portal Modes. Disabled HQs no longer appear on the map. Railway to Golmud assets have been added to the SDK for Portal Custom Experiences. Importing an experience now refreshes the Blockly editor correctly. In-game World Icons are now easier to read, with the default icon size set to 64. MoveObjectOverTime now preserves scaled object visuals properly. Collision volume size was already maintained, and visuals will no longer scale back down to 1. Optimised images on Portal web to improve performance. Portal Action “SetMCOMOwner” now only allows Defenders to defuse the bomb as intended. Portal creators can now reduce one team’s player count to 0 in Custom experiences. Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events. Resolved a delay in updating the amplitude of SFX when using mod.PlaySound() Save messaging is now more consistent and accurate. Script Converter now includes a reminder message to help prevent unintended changes during conversion. SDK documentation now includes the music system in the gameplay logic section. SDK Godot version has been updated from 4.4.1 to 4.6.1. Spawning an object with scale set to 0 no longer causes a client crash. Team-specific UI widgets now appear correctly for players who join late. The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition. This requires matching team and squad sizes. The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK. Resolved save errors that occurred when using UTF-8 characters (including emojis and symbols) in script and string attachments. ViperStudiosAndy Portal Custom Conquest Template Creator Note: When using Conquest Assault, we recommend turning off TotalControlTicketBleed. Conquest Assault disables the HQ with ObjID 2, which is the default for Team 2. In Update 1.2.3.0, HQs now appear on the map, but disabling HQs does not remove them from the map. Team 2 custom bots will stop spawning if there are no valid positions, while Backfill and Static ignore this and deploy on disabled HQs. When using Conquest Assault, we recommend using a Spatial version without Team 2 HQs to avoid this, or using Custom Bots. Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working. Air vehicles can now access the official surrounding combat area. Andy’s Custom Conquest Template has been updated in the official SDK to version 10.0. Bots now support the Conquest Assault logic. Bots will now leave vehicles if they are unable to continue driving. Complex 3 has been added, with special thanks to Mancour. Conquest Assault toggle has been added. Custom out-of-bounds logic has been kept for backward compatibility. Dirt Bikes have been added to select maps. Hagental Base has been added. New Prefab Spatial has been included, containing essentials that can be copied into any map and edited. Night Vision Goggles toggle has been added for players. Spatial maps have been updated for the new HQ and Surrounding Combat Area logic. Starting tickets per team have been added for Conquest Assault. The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas. UI no longer flashes when players join. UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear. AUDIO: New behaviours for crawl speed audio have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, as well as a finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours. Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use. Spot Ping has been updated with a more recognisable sound, and Squad Ping volume has been slightly increased. AI: Corrected an issue where bots were avoiding stationary friendly and neutral vehicles. REDSEC PLAYER: Battle Royale Solo Handler voice-over lines have received grammar improvements. Battle Royale “Evasion” and “Headhunter” missions now complete correctly when the targeted player is downed. Failing missions while targeted no longer awards XP or mission completion. Players no longer jump when accepting missions in Battle Royale. Fixed wrong loot being awarded in air drop containers as well as air drop containers containing no loot inside. GADGETS: Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands. MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground. MAP: AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably. Airdrop containers now remain stable on mild slopes, improving the looting experience. Lighting has been improved to address blown-out visuals across the Lighthouse area. Out-of-bounds access using the Assault Ladder has been closed across the map. Supply crate fall animations now play correctly without repeating. Supply drop containers now collide with vehicles as intended. Battle Royale Data Drive drops now display the intended game mode message. Insertion helicopters now maintain proper spacing during round start. Gauntlet Fast Rope insertion now spawns rope and helicopter meshes correctly. Heist Caches now spawn in their intended locations. M-COMs in Gauntlet: Wreckage can now be interacted with from all angles. Mission objects no longer cause vehicles to move when landing on them. Tank Containers now close properly when a wrecked vehicle or player is near the container. Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission’s other scoring criteria. UI & HUD: Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant. Corrected an issue where loot outlines for Safes would sometimes show the incorrect state (open vs close). Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts. End of Round Summary colours have been adjusted for Ranked Battle Royale Quads. Enemy Armour hit indicators in REDSEC are now easier to read when the enemy has low armour remaining. Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing. RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached. The minimap now displays a TRACKED indicator when the player is revealed during missions. White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened. World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop. Battle Royale Bolt Cutter pickups and drops now display their intended game mode message. End of Round sequence now preserves the Profile Menu camera correctly. Mission titles now appear correctly in the Mission Menu. Picking up the bomb in the Wreckage mission no longer briefly displays a player's name. Threat Tracker accuracy has been improved for enemy distance to mission objectives. Gauntlet Heist base outlines now appear correctly in the Underground POI layout. AUDIO: Arming a Bomb in the Demolition mission now plays the correct sound effect. Battle Royale insertion no longer triggers unintended soldier effort audio. Missile Strike call-ins in Battle Royale now use the correct voice line. The menu arrival sound no longer plays when opening the Commorose in Battle Royale. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.1.2KViews4likes3CommentsBattlefield 6 - Community Update - What’s Coming in the Final Phase of Season 3
Gameplay Improvements Gunplay Changes Vehicle Updates Front End Improvements New Content Tactical Obliteration Wet Work Event REDSEC Battle Royale Battle Royale Solos Ranked Battle Royale Portal More to Come Hey everyone, Since the launch of the Blastpoint Update, we’ve loved seeing the community jump into the new content and experience a whole new chaos within Battlefield 6. From the return of Obliteration to the fight for control across Cairo Bazaar, Blastpoint has delivered plenty of memorable moments, clutch plays, and feedback for the teams to dig into. We are continuing to work towards improving the game, with updates to gunplay, vehicles, and more coming your way in the last phase of Season 3 on June 30. Gameplay Improvements Gunplay Changes We’re making a broader set of gunplay improvements with the next content update, focused on making infantry combat feel more consistent, readable, and rewarding to master. These updates enhance several key areas of gunplay, including recoil behavior, dispersion, weapon handling, limb-modifier tuning, bullet velocity, drag, and more. The goal is to further reward good aim, recoil control, shooting technique, and weapon knowledge. We’re also continuing work on related combat improvements, including soldier visibility and netcode updates that support more consistent moment-to-moment combat readability. There’s a lot to cover here, so we’ll be sharing a dedicated deep dive into all the changes in a later post. That piece will walk through the design intent behind these changes, what we’re adjusting, and how we expect them to shape combat moving forward. Vehicle Updates We’re making a set of vehicle balance updates aimed at improving combat flow across armor, air, anti-air, and infantry counterplay. Thermal Smoke will be less effective at mitigating incoming damage and will no longer remove C4 when activated. RPG damage is also receiving a slight increase against tanks and helicopters, giving infantry a bit more pressure against vehicle targets. Additional vehicle tuning includes updates to IFV weapons, Attack Helicopter rockets, Mobile Anti-Air ammo, and more. Full details for all vehicle balance changes will be shared in the upcoming Update Notes. Automated Anti-Air behavior is also being updated. The AA Station was giving land vehicles too much protection near spawn, which could encourage frustrating spawn camping. To combat this, it is being updated to shoot down fewer projectile types and will no longer retaliate for damage dealt to land vehicles. Retaliation behavior will also time out after 20 seconds instead of continuing indefinitely. Front End Improvements New Clear Orange Dots Button Building on adjustments made in the Blastpoint Update that addressed “New” Markers reappearing too frequently on previously viewed content, we’re adding a new “Mark All Seen” button to several front-end scenes. This button will allow players to quickly clear all markers in the following sections respectively: Loadouts Battle Pass Store Profile Challenges Play We’re continuing to improve these markers so they remain a useful way to discover new content without becoming noise. New Event Menu We’re introducing a new Event Menu alongside the new event, Wet Work, which we dig into more in a later section. This new menu will bring event challenges and rewards together in one place, making it easier to see what’s available, what you can earn, and how to unlock it. The menu will also connect players to relevant Event Modes and Event Store Bundles. The goal is simple: fewer clicks, clearer rewards, and a better overview of each active event. XP Booster Quality-of-Life Update We’re also improving how XP Boosters interact with Match Bonus XP. Previously, if an XP Booster expired before the end of a match, it could miss out on applying to the Match Bonus awarded at the end of that round. With this update, XP Boosters will provide a partial XP multiplier to Match Bonus based on the amount of time they were active during the match, even if the booster expires before the match ends. New Content Tactical Obliteration We’re adding Tactical Obliteration, a smaller, infantry-focused variant following our addition of Obliteration in the Blastpoint Update. Obliteration has been at its best when the whole lobby is laser focused on the objective, creating a fast, chaotic fight where every push can swing the match. Tactical Obliteration keeps that same objective-driven core, but brings it into a tighter format built around infantry combat, flanking, coordinated attacks, and M-COM counterplay. In this mode, teams need to destroy two of the enemy’s three M-COMs to win, with shorter match timing, no vehicles, and focused layouts that give squads more room to cut off the Bomb Carrier, set traps around objectives, regroup, and support teammates between pushes. Tactical Obliteration will be available on four maps at launch: Cairo Bazaar, Iberian Offensive, Empire State, and Siege of Cairo. We’re excited to see the chaos this brings to the Battlefield experience. Wet Work Event The Wet Work Event arrives with Season 3’s High-Value Target Update, bringing a new contract-focused experience across Multiplayer and REDSEC. During the event, players can pick up Contracts dropped by eliminated enemies and complete mid-match objectives ranging from eliminations and looting Chests to capturing objectives or staying alive. Whether you’re hunting targets in REDSEC or pushing objectives in Multiplayer, Wet Work is all about taking the contract, staying alive, and finishing the job. We’ll dive deeper into the details of this event in a later post. REDSEC Battle Royale Casual Battle Royale Some of you have been asking for a more casual experience, so we’re bringing Casual Battle Royale, a mode designed for those chill game nights. This mode will include bots to help create more manageable combat engagements, smoother match flow, and a more approachable environment for players learning the mode, trying new classes and loadouts, or warming up before higher-stakes matches. Bots are designed to support the overall pacing of the match while still keeping the focus on player-driven encounters. We’ll continue improving their behavior over time and will be watching closely to make sure they support the experience without taking away from what makes Battle Royale exciting. More details on this mode are coming soon. Chest Resetting We’re making an update to help address loot scarcity during the middle phase of Battle Royale matches. When Second Chance is disabled globally in a match, normal Armory Crates, Class Armory Crates, and Tactical Armory Crates will reset and become lootable again. This means already opened crates can repopulate with items during the mid-game, giving players more opportunities to recover, rearm, and stay in the fight. New Recon Training Path We’re adding a new Recon Training Path called “Disruptor” into BR, which is focused on disruption, counter-intel, and shutting down enemy tools. This Training Path brings two gadgets to BR for the first time: the Hardware Suppression System and the Handheld Jammer. The Hardware Suppression System gives Recon players a defensive option for protecting their squad from nearby electronic and explosive gadgets, with one of its Field Upgrades expanding that utility by allowing it to shoot down enemy UAV call-ins. The Handheld Jammer gives Recon a more active disruption tool for close-range counter-gadget play. When activated, it can temporarily disrupt enemy equipment within range, creating openings for your squad to push or reposition. Together, these gadgets give Recon players more ways to deny enemy intel and disrupt gadget-heavy setups, while rewarding smart positioning and timing. Headhunter Mission Disabled As a quick follow-up, the Headhunter mission remains disabled in all Battle Royale modes while we continue to fine-tune the experience based on your feedback. We appreciate you helping us shape the mode, and we’re continuing to listen to your thoughts as we work to get it right. Battle Royale Solos Since the launch of Battle Royale Solos, we’ve been monitoring your feedback and how the mode is playing in live matches. One early adjustment we made was removing the Traverser Mark 2 from Solos while we review its impact on match balance and the overall experience. Solos has its own pace and pressure compared to squad play, and we wanted to make sure the tools available in the mode supported that experience. We’ll continue monitoring gameplay, listening to your feedback, and making further adjustments where needed. Ranked Battle Royale The current Ranked Battle Royale season will end on July 14, one week before Season 3 concludes. Your end-of-season rank will help determine your starting rank when Season 4 begins, as well as the rewards you’ll receive for your performance this season. We’ll share more details on the Ranked Battle Royale season transition, timing, and rewards in a later post. Portal Cairo Bazaar Players will be able to create Custom Cairo Bazaar experiences. This smaller map, which focuses on infantry gameplay with limited ground vehicles, is inspired by a Battlefield 3 classic, Grand Bazaar, and we can’t wait to see what the community builds! Obliteration The iconic Battlefield 4 Multiplayer experience returns with a new epic evolution, now available in Verified Portal starting June 30. Obliteration is a battle to destroy enemy M-COMs (Military Communications) using bombs placed neutrally on each map. Both sides must risk everything to get the bomb, escort their carrier to the detonation site, and obliterate the enemy. Tactical Obliteration The classic Obliteration mode emphasizes individual squad play through an 8v8 grudge match, available in Verified Portal on June 30. This competitive, high-stakes experience is meant for squads who mastered coordinated objective play. With only one other squad to rely on, how will your squad step up and blow away the competition? Squad Deathmatch Grab a gun and squad up for a fast-paced, close-quarters deathmatch, available in Verified Portal on June 30. Four squads compete for victory with one simple objective: First to reach the kill target wins. Team Deathmatch Pure infantry-focused, high-intensity combat, available in Verified Portal on June 30. In TDM, the only objective is to take out the enemy. Most kills wins. Moving Platforms MovingPlatform is an asset type that drastically improves player interaction with a moving physics body. One major advantage of the Moving Platform system is that players will no longer experience excessive jittering while riding platforms, allowing gameplay elements such as jump puzzles to feel much smoother and more reliable. You'll also have control over how your platforms behave through the functions we're providing. Move them up, down, left, or right, or get more creative by having them follow custom paths, including orbital movement. Vehicle Impulse Function Vehicle impulse functions enable creators to simulate physics through Blockly or TypeScript in Battlefield 6 and REDSEC. Physics impulses apply impulse directly to a single vehicle or vehicles in an area, similar to an explosion, with optional damage settings. These impulses can be triggered by proximity (with adjustable range), timers (set on placement or activation), or interactive triggers like volumes, pressure plates, or tripwires. Bellum1988's Operation Metro We're bringing Bellum1988’s custom Operation Metro map to the Portal SDK and map rotation, built using the Empire State (Aftermath) map and assets. This gives players access to a popular community-made map that they can explore, customize, and use as a foundation for new creations. This map will also feature baked lighting, delivering higher-quality lighting and visual fidelity. More to Come We’ve seen a notable improvement in balance following recent changes to experiences like Eastwood Escalation, and we want to thank everyone who has continued sharing feedback. Battlefield is at its best when we’re building it together with you. Your feedback helps us understand where the experience is landing well, where we need to take another look, and where future improvements can make the biggest difference. Please continue to share any issues on our EA forums. Join the community on the Battlefield Discord and visit our website for the latest news, guides, and seasonal insights. See you on the Battlefield. //The Battlefield Team This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.209Views3likes1Comment