[BFComms] Engineer Gadget adjustment
In Update 1.1.2.0 we adjusted the number of gadgets available for Assault and Engineer. Due to an error, the Engineer changes were not reflected in the Update Notes. We wanted to confirm that the current numbers in-game are correct, and you will now spawn with the maximum rocket capacity when using the Anti-Armor Training Path. Apologies for any confusion caused by this.88Views5likes0Comments[BFComms] Gauntlet Extraction mission disabled
Due to an issue with the Extraction mission in Gauntlet, it has been disabled. We have also disabled the Extraction quest in response to this. You should not receive any Challenges regarding Extraction, and the last two steps of the Onboarding Gauntlet Assignment will be removed until a fix can be deployed.46Views3likes0Comments[BFComms] Nov 19th changes to Defibrillators, Sabotage Mode and Challenges.
Today, we’ve rolled out a series of changes in relation to Defibrillators, Sabotage alterations, and further Challenge balance changes. All of the changes listed below are now live and should take effect in a fresh match or upon a game reload. - Defibrillator Adjustments after 1.1.2.0 After changes to the Defibrillators in Update 1.1.2.0 made them more demanding in terms of accuracy and target range, we've published a backend update to bring their usability back in line with our original intentions. We've increased their effective hit-boxes and range, which should make Defibrillators feel more consistent with previous gameplay. Sabotage Mode Alteration As some of you might have noticed, during the side swap segment of Sabotage there was a unintended 60 second delay duration. Upon investigation this delay also conflicted with AFK timer protections that exist in Battlefield 6. We have now rolled out an update which increases the AFK kick timer in Sabotage to 180 seconds. Additionally, we have taken the temporary measure to disable bot backfilling in Sabotage and you can expect to see this reintroduced in a later update. Additional Challenge Changes Earlier this month, we shipped our first set of changes to the Challenges and Assignments, which included a total of 90+ adjustments. Today’s update focuses on clearer, more consistent descriptions and criteria across Challenges and Assignments, as well as making some of the following challenges easier to achieve. Where listed, we have also removed some from being obtainable. Here is the full list of changes: Recon 2: Get headshots beyond 150m as Recon. Challenge and Description Updated to: Get head shots hits beyond 75m as Recon. Recon Expert 3: Get headshot kills beyond 200m as Recon in a match. Challenge and Description Updated to: Get headshot kills beyond 125m in a match as Recon. Deadeye 2: Get headshot kills over 200m with Sniper Rifles Challenge and Description Updated to: Get headshot kills beyond 125m with Sniper Rifles Engineer 3: Deal damage to Laser Designated enemy vehicles using lock-on weapons. This has been removed. Rapid Fire 2: Get kills beyond 50m with Assault Rifles Challenge and Description Updated to: Get kills beyond 40m with Assault Rifles Rapid Fire 3: Inflict damage under 15m while hip-firing with Assault Rifles. Challenge and Description Updated to: Inflict damage while in ADS with Assault Rifles. Bullet Storm 1: Suppress enemies with LMGs This has been removed. Bullet Storm 1: Inflict hip-fire damage with LMGs Challenge and Description Updated to: Inflict damage with LMGs Squad Death Match 5: Enemy Squad Wipes of the whole Squad in a Round Adjusted to add squad to the criteria Rush 4: Destroy M-COMs in Rush Challenge and Description Updated to: Destroy or disarm M-COMs in Rush Battle Royale 3: Call in three strike packages in a match of Battle Royale. Added team mates to this criteria Combat Expert 2: Perform 10 Takedowns in a round Challenge and Description Updated to: Perform Takedowns Protection Expert 3: Destroy a Vehicle with the Power Tool. This has been removed.270Views3likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.1.2.0
This update delivers a broad set of improvements to soldier responsiveness, aim consistency, animation fidelity, and overall stability across Battlefield 6. We’ve also introduced a new limited-time mode, refined Aim Assist behaviour, and resolved a large number of weapon, gadget, and vehicle issues based on community feedback. The update will be available tomorrow, November 18th, at 09:00 UTC. New Content: California Resistance New Map: Eastwood. A map with the Southern California theme. Variations of this map will be available for all official modes. Conquest mode on this map will include tanks, helicopters, and the Golf Cart. New Time-Limited Mode: Sabotage. A themed event mode focused on demolition and counterplay. New Weapons: DB-12 Shotgun and M357 Trait Sidearm. Gauntlet mode to include a new mission type: Rodeo. This mission provides multiple vehicles for players to fight over and battle with each other with. Players earn bonus points for defeating enemies while in a vehicle. New feature: Battle Pickups. These powerful weapons will be available in specific experiences and Portal with limited ammunition but pack enough firepower to help turn the tide of battle in your favor. Portal updates: Sandbox map. This option will let Portal experience builders start with a more level playing field to bring their imagination to life. The Golf Cart vehicle is available for use in building experiences. Battle Pass: The California Resistance bonus path becomes available for a limited time. New underbarrel attachment: Slim Handstop, unlocked via Challenge. New feature coming later in the update: Battle Pickups. These powerful weapons will be available in specific experiences and Portal with limited ammunition but pack enough firepower to help turn the tide of battle in your favor. Major Updates for 1.1.2.0 Aim Assist has been reset to its Open Beta tuning, restoring consistent infantry targeting behaviour across all input types. Improved input latency and stick response for controllers, providing smoother aiming and more responsive soldier movement. Weapon accuracy and dispersion tuning: fixed unintended weapon dispersion increase rates and improved non-Recon sniper rifle accuracy while globally reducing dispersion across all weapon types. Challenge and progression clarity improvements make requirements easier to understand and track. Major polish pass to deployable gadgets, including the LWCMS Portable Mortar, LTLM II Portable Laser Designator, and Supply Crate systems. Fort Lyndon added to Portal, expanding available segments for community-created experiences. AREAS OF IMPROVEMENT Aim Assist As we got closer to launch, we revisited aim assist tuning based on internal testing and the full range of maps and combat distances coming with release. Our goal was to make aim assist feel more effective beyond mid-range fights which was one of our focuses within Battlefield Labs and Open Beta. At launch, we increased slowdown at longer ranges, but once the game went live, we saw that this made high-zoom aiming feel less smooth and harder to control. After reviewing player feedback and gameplay data, we’re reverting aim assist back to the values some of you experienced during Open Beta and Battlefield Labs. This will now serve as the default, whilst still providing you with the ability to alter the aim assist to your preference and playstyle via settings. This change keeps aim slowdown consistent across all ranges, helping with muscle memory and providing a steadier, more reliable feel as we move into future seasons. CHANGELOG PLAYER: Aim Assist: fully reset to Open Beta tuning, with related options reset to default to ensure consistency. Fixed an issue where Vehicle Stick Acceleration Presets would affect Infantry Aiming Left/Right Acceleration option availability. Fixed an issue where setting Stick Acceleration Presets to “Standard” would set the Aiming Left/Right Acceleration options incorrectly to 50% instead of 70%. Fixed missing Infantry and Vehicle prefixes in captions for Stick Acceleration Presets and Aiming Left/Right Acceleration options. Fixed an issue where stick deadzones would ignore the first 10% of movement if using a PS5 Controller on PC. Fixed an issue where player movement (Left Stick) would not register until beyond 30% of travel past the deadzone. Fixed joystick aiming input behaviour. Added a short sprint “restart” animation when landing from small heights. Added new death animations for sliding and combat-dive states. Fixed a diving loop when entering shallow water. Fixed an issue preventing players from vaulting out of water in certain areas. Fixed an issue preventing takedown initiation against an enemy soldier if the enemy soldier already initiated a takedown against a friendly player. Fixed an issue where a dragged player could face the wrong direction if turning quickly. Fixed an issue where holding a grenade while jumping, sliding, or diving froze the first-person pose. Fixed an issue where switching weapons while drag-reviving would break the reviver’s first-person view. Fixed an issue where the Assault Class extra grenade ability would not grant two grenades on spawn. Fixed an issue where weapons could become invisible when crouching before vaulting. Fixed bouncing behaviour when landing on object edges. Fixed broken ragdolls when killed on ladders, while jumping, near ledges, or in vehicle seats. Fixed camera clipping when dropping from height while prone. Fixed clipping when initiating a drag & revive. Fixed first-person camera clipping through objects when dying nearby. Fixed the issue where the Rush signature trait 'Mission Focused' applied its icon and speed boost to all teammates. Fixed incorrect prone aiming angles on slopes. Fixed misaligned victim position during takedowns when using high FOV settings. Fixed mismatched rotation between first-person and third-person soldier aim directions. Fixed misplaced weapon shadows while vaulting or swimming. Fixed missing pickup prompts while prone. Fixed missing water splash effects while swimming. Fixed stuck third-person soldier animations when entering player view. Fixed teleporting or invisibility when entering vehicles during a vault. Fixed third-person facing inconsistencies when soldiers were mounted. Improved combat-dive animations in first and third person. Improved LTLM II sprint animation in first person. Improved vault detection in cluttered environments. Increased double-tap window for Danger Ping from 0.2 s to 0.333 s. Updated first-person animation cadence for moving up and down stairs. Fixed an issue where hit registration would fail when engaging into gunfights after exiting vehicles. VEHICLES: Fixed camera reset when entering an GDF-009 AA Stationary Gun after another user. Fixed clipping gunner weapons in IFV seats. Fixed faint metallic impact sound from M1A2 SEPv3 Main Battle Tank turret wreckage. Fixed several cases where IFV's MR Missile could do more damage than intended to MBT, IFV and AA vehicles Fixed inconsistent projectile video effects on the Abrams main gun. Fixed instant 180-degree turn after exiting a vehicle. Fixed missing scoring for Vehicle Supply when teammates received ammo. Fixed oversized hitbox on UH-79 Helicopter. Fixed passenger and gunner placement issues in the UH-79 Helicopter. Fixed re-entry issues when mounting flipped Quad Bikes. Fixed unintended aim-assist from Attack Helicopters gunner missiles. Fixed unresponsive joystick free-camera controls in transport vehicles. WEAPONS: Dispersion tuning pass: dispersion has been globally reduced slightly to reduce its impact on the experience Fixed multiple instances of Canted Reflex and Canted Iron Sight optics clipping with higher-magnification scopes Fixed several issues with underbarrel attachment alignment Fixed minor misplacements or clipping on sights and barrels Fixed missing or incorrect magazine icons, naming, and mesh assignments. Fixed the issue where the SV-98 displayed lower damage stats when equipping the 5 MW Red attachment. Fixed the issue where slug ammunition despawned too quickly after being fired from shotguns. Fixed the issue where the SU-230 LPVO 4x variable scope lacked a smooth transition and audible zoom toggle when aiming down sights. Fixed the issue where two Green Lasers for the DRS-IAR shared identical Hipfire stat boosts. Fixed the issue where impact sparks failed to meet photosensitivity compliance standards. Fixed an issue in third-person where the Mini Scout could clip with the player’s head while aiming. Fixed animation and posture issues affecting the PSR and other rifles when moving or looking at extreme angles. Increased weight of long-range performance in balance for automatic weapons; benefiting PW7A2 and KV9, with minor adjustments elsewhere. Reduced recoil and variation for LMR27, M39, and SVDM for improved long-range reliability. GADGETS: Allowed friendly soldiers to damage and detonate certain friendly gadgets. Fixed an issue where Class Ability would sometimes not activate although the UI shows it as available. Fixed auto-deployment of Motion Sensor after recon kit swap. Fixed broken M320A1 Grenade Launcher ground model. Fixed C-4 pickup edge-of-screen interaction. Fixed clipping of the UAV remote when activating it while using certain weapons like rifles. Fixed clipping when holding the CSS Bundle. Fixed CSS Bundle line-of-sight requirements causing unwanted blocking. Fixed Deployable Cover persistence after vehicle destruction. Fixed disappearing “pip” indicator during CSS Bundle supply. Fixed duplicate deploy-audio playback on M4A1 SLAM and C-4. Fixed failed projectile attachment for X95 BRE Breaching Projectile Launcher. Fixed inconsistent hit registration for the Defibrillator after range adjustment. Fixed interaction logic for the Supply Pouch and Assault Ladder. Fixed LTLM II Tripod soldier collision. Fixed M15 AV Mine premature detonation on aircraft wrecks. Fixed M15 AV Mine proximity placement exploit. Fixed missing pickup prompt for thrown C-4 satchels. Fixed MP-APS smoke-propagation failure between friendlies. Fixed multiple haptic and feedback issues on gadgets, including the LWCMS Portable Mortar and the CSB IV Bot Pressure Mine. Fixed placement preview interference from the GPDIS. Fixed XFGM-6D Recon Drone physics allowing vehicle pushing. MAPS & MODES: Added Sabotage as a new time-limited event mode. Added the new map “Eastwood”. Fixed black-screen spawn issue with Deploy Beacon in TDM, SDM, Domination, and KOTH. Fixed incomplete or incorrect round-outcome data when joining mid-match. Fixed matchmaking logic to prevent late-stage match joins. Fixed multiple destruction-reset issues after side swap in Strikepoint and Sabotage. Fixed post-insertion movement lock at round start. Fixed unintended AFK kicks while spectating in Strikepoint. Reduced opacity of excessive environmental smoke across multiple maps. UI & HUD: Added a message when attempting to change stance without sufficient space. Downed players now appear in the kill log in modes using the crawling downed state (e.g. Strikepoint, REDSEC). Extended top UI on Strikepoint to show detailed alive/downed/dead player counts. Fixed incorrect Assault Training Path icons. Fixed incorrect colour usage on squad-mate health bars. Fixed missing tooltips and UI prompts across tutorials and mission briefings in Single Player. Fixed missing XP Tracker icon at level 3 when using Field Upgrades. Kill-confirmation indicator now displays if a victim bleeds out after being damaged by the player in modes using the crawling downed state (e.g. Strikepoint, REDSEC). Minor UI polish and alignment updates to various game modes. Non-squad friendlies now display a “Thank you!” subtitle after being revived. SETTINGS: Added a new option allowing players to sprint automatically when pushing the stick fully forward. Added new keybinding that allows the player to instantly swap to the knife instead of having to hold the button. This keybinding will not allow to perform takedowns contextually but will still allow takedowns to be performed once the melee weapon is equipped. SINGLE PLAYER: Addressed multiple occurrences of excessive bright flashes and unintended visual effects. Fixed an issue where AI squadmates would not respond to revive orders and other commands, improving squad functionality and responsiveness. Fixed loss of grenade functionality and shadow-rendering errors in underground areas during the “Moving Mountains” mission. Fixed multiple instances where sound effects or Voice Over would fail to play correctly during gameplay and cinematic moments. Fixed subtitle and audio-video synchronisation issues during gameplay and cinematic sequences. Fixed various instances of corrupted shadows and LOD behaviour when using lower graphics settings. Resolved object clipping and teleporting issues during car-chase sequences in the “Moving Mountains” mission. Resolved several cases of stuttering and desync when using certain graphics presets on NVIDIA and AMD hardware. Resolved several issues that could result in infinite loading screens during mission transitions and save or load operations. Resolved shader stutters in the prologue mission “Always Faithfull”. Fixed issues with party invites not working during campaign loading screens. AUDIO: Added new sound effects for Double Ping; refined single and danger ping sound hierarchy. Added new soldier movement and gunfire sound effects, and fixed multiple foley issues. Added turret movement audio for Marauder RWS weapons. Corrected door sound assignments. Corrected swimming, obstruction, and platform footstep audio. Fixed character voice over not updating when changing soldier mid-match. Fixed looped ambient sounds (e.g. food truck) and incorrect debris impacts. Fixed missing first person voice over gasp when revived. Fixed missing third person voice over for explosive deployments. Fixed missing LP voice over zoom audio. Fixed missing ping audio while spectating. Fixed missing reload sound effects when a weapon had 1 bullet remaining. Fixed missing voice over for supply actions and revive requests. Fixed multiple Commander voice over issues. Fixed Music-in-Menus setting not muting music. Fixed seat-change and turret-reload audio on Marauder RWS guns. Fixed underwater breathing voice over and inconsistent swimming audio. Polished Front-End and Loading music transitions between matches. Synced Battle Pass sounds effects to animations. Tweaked light-fixture audio setup. Updated hostile-voice over logic and adjusted reload voice over mix. Updated music urgency system for Portal. PORTAL: Added new scripting functions for music control: mod.LoadMusic(), mod.UnloadMusic(), mod.PlayMusic(), mod.SetMusicParam(). Fixed RayCast() in ModBuilder to properly detect terrain and environment objects. HARDWARE: Fixed an issue where framerate would be be capped to 300FPS with Nvidia cards REDSEC VEHICLES: Fixed the issue where the Golf Cart could set off the PTKM-1R gadget in Gauntlet. Fixed persistent gunner MG model after Rhib Boat destruction. UI & HUD: Added level display information to the Training Path section within the Class Details screen. Fixed an issue where soldiers and UI elements could be missing in pre-game lobbies after matchmaking. Fixed an issue where the M417 A2 would not appear in kill cards or the kill feed. AUDIO: Fixed an issue where the squadmate death sound effect could trigger for non-teammates. 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.6.2KViews6likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.1.1.5
We’re rolling out a Quality of Life update on 11 November at 09:00 UTC, bringing refinements to vehicle countermeasure reliability, weapon accuracy, Battle Royale match flow, and overall gameplay stability. Major Updates for 1.1.1.5: Fixed an exploit allowing players to ascend and access unintended areas when standing on a XFGM-6D Recon Drone by hitting it with the Sledgehammer. Fixed an issue where Lock-Guided Missiles did not get countered as expected when met with enemy countermeasures such as flares. Fixed an issue where vehicles did not spawn correctly in Breakthrough and Conquest. Fixed multiple Battle Royale issues affecting match flow, squad revives, and End of Round transitions. Addressed progression, audio, and UI issues, improving overall clarity, reliability, and immersion. CHANGELOG PLAYER: Fixed an issue where dispersion would be higher than intended when going from sprint to firing in ADS. Fixed an issue where dispersion would incorrectly scale with movement speed and always assume the player is moving at maximum movement speed for the stance. Tuned landing animation to reduce excessive camera and weapon movement when aiming down sights, improving visual stability during and after landing. This update also resolves instances where the ADS aim could be displaced when sliding. VEHICLES: Fixed an issue where Lock-Guided Missiles did not get countered as expected when met with enemy countermeasures such as flares. GADGETS: Fixed an exploit allowing players to ascend and access unintended areas when standing on the XFGM-6D Recon Drone by hitting it with the Sledgehammer. MAPS & MODES: Fixed an issue where vehicles did not spawn correctly in Breakthrough and Conquest. Fixed an issue where matches sometimes would start with all sectors and objectives active at the same time. Fixed an issue in Strikepoint on Siege of Cairo where destruction did not reset at halftime. UI & HUD: Fixed an issue in Vehicle Customisation locked Anti-Air Vehicle presets did not display their unlock criteria as intended. PROGRESSION: Fixed an issue where the shotgun weapon challenge “Kill 5 Enemies With a Shotgun Without Reloading” did not complete properly. Fixed an issue where progress for the “Engineer Specialist 3” Assignment did not save correctly. PORTAL: Fixed an issue where “SpawnLoot” would not spawn Ammo or Armor. Fixed an issue where players with community creations privileges set to Block could still access user-generated Community Experiences when the party leader hosted a match. AUDIO: Fixed an issue where activating the BF PRO Radio Channel through the Commorose did not play any sound. REDSEC PLAYER: Fixed an issue where Battle Royale (Quads) matches did not end after the last team was eliminated. Fixed an issue where being killed immediately after a mobile respawn completed could result in the squad being eliminated instead of reviving remaining teammates. Fixed an issue where players could become stuck in a top-down view of the map after redeploying. Fixed an issue where players retained their Second Chance after redeploying and did not transition to the End of Round screen after their next elimination. UI & HUD: Fixed an issue where all squad members displayed the same highlighted stat on the Squad Placement screen. PROGRESSION: Fixed an issue where the “Battle Royal Master Challenge 4” did not track progress correctly.952Views7likes0CommentsBreakthrough Update - 02/17
Hey Folks - We have updated ticket values for Attackers in Breakthrough as part of a backend update on our servers this morning. Over recent weeks, we have been monitoring match outcomes and observed that the attacking team often started with the maximum number of reinforcements in the final sector, which is neither balanced, nail-biting, nor fair for the opposing team. The purpose of this change is to help even out the odds and create a more exciting experience throughout the match, especially in the final sectors. On 128 Player layouts, the attacking team will now start with a slightly increased ticket count, but subsequently receive less tickets per sector. On 64 Player layouts, attackers will receive less tickets per sector, but will also start with less initial tickets to help address a wider gap in the balance. Here's a complete breakdown of the changes. We'll be monitoring these changes to ensure that it's producing healthier rounds, and will let you know if we need to make further adjustments in the future. Freeman // @PartWelsh Breakaway 128 Players Initial Tickets: 650 (up from 600) Tickets Rewarded per Sector: 200 (down from 300) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Discarded 128 Players Initial Tickets: 750 (up from 600) Tickets Rewarded per Sector: 200 (down from 300) 64 Players Initial Tickets: 350 (down from 400) Tickets Rewarded per Sector: 100 (down from 150) Hourglass 128 Players Initial Tickets: 700 (up from 600) Tickets Rewarded per Sector: 225 (down from 300) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Kaleidoscope 128 Players Initial Tickets: 600 (No Change) Tickets Rewarded per Sector:300 (No Change) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Manifest 128 Players Initial Tickets: 700 (up from 600) Tickets Rewarded per Sector: 275 (down from 300) 64 Players Initial Tickets: 400 (No change) Tickets Rewarded per Sector: 75 (down from 150) Orbital 128 Players Initial Tickets: 700 (up from 600) Tickets Rewarded per Sector: 150 (down from 300) 64 Players Initial Tickets: 300 (down from 400) Tickets Rewarded per Sector: 75 (down from 150) Renewal 128 Players Initial Tickets: 650 (up from 600) Tickets Rewarded per Sector: 150 (down from 300) 64 Players Initial Tickets: 400 (No change) Tickets Rewarded per Sector: 75 (down from 150) Have some feedback on the changes? Join is in our Discussion Thread and let us know.12KViews30likes1CommentBATTLEFIELD 6 UPDATE 1.1.1.0
We are deploying Update 1.1.1.0 on Tuesday, October 28, followed by the Season 1 launch later that day at the following times: 09:00 UTC: Update 1.1.1.0 goes live on all platforms. Players will be prompted to download and install the update, which includes all technical and gameplay changes. 15:00 UTC: Season 1 content, including the Battle Pass and new seasonal features, becomes available for all players. Between these times, players can continue to play Battlefield 6 as normal after updating, but Season 1 content and progression will unlock at 15:00 UTC. The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience. This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward. Major Updates for 1.1.1.0: Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning. Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power. Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence. Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions. UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets. Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes. CHANGELOG PLAYER: Fixed an issue where combat dive could break when diving uphill. Fixed an issue where players would detach from ziplines when entering at high speed. Improved steady aim and sight centering for more consistent precision. Fixed an issue where movement could interrupt steady aim. Adjusted misaligned character hitboxes for upper body and head to better match the visual models. Fixed an issue where the jump animation could play twice when aiming down sights. Landing animations now have their animation path properly centered, instead of shifting to the side when landing. Fixed an issue where jump inaccuracy could linger too long after landing. Fixed a visual issue causing weapons to appear rotated incorrectly after spawning. Fixed an issue where throwing grenades from prone could make players appear standing in third-person view. Fixed an animation delay when opening doors while sliding. Fixed an issue where players could get stuck while vaulting over certain objects. Fixed a visual issue where dead players appeared alive while swimming. Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget. Fixed an issue where getting killed by a mine would highlight it in the killcam. Fixed a camera jitter that could occur when entering ladders and looking down. Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles. Fixed an issue where weapons of other soldiers could clip through walls when they entered your view. Fixed an issue where pistols disappeared while swimming. Improved lighting precision for visibility while hip-firing and aiming down sights. Reduced occurrences of bouncing or landing issues when dropping onto certain objects. Fixed an issue where the killer snapshot sometimes did not display in the killcam. Small improvements to weapon and camera sway for smoother movement. Fixed an issue where enemies could take melee damage in protected vehicle seats. Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle. Fixed an animation issue where repeated vaulting could cause incorrect hand placement. Fixed an issue where simultaneous melee hits could make an enemy briefly invisible Fixed an issue where soldier heads briefly disappeared during redeploy transitions. Improved training path progression display to better match actual unlocks. Fixed an issue where friendly players could clip into each other when climbing ladders. Fixed an issue preventing vaulting directly from a slide. Fixed an issue causing the camera to rotate abruptly after a takedown. Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen. Improved stab animations when reviving with drag and revive. Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly. Fixed a camera clipping issue when going prone while strafing. Fixed a missing third-person animation when transitioning from prone to sprint. Fixed an issue where falling while sprinting caused incorrect hand movement. Fixed visual clipping when soldiers stood too close to glass doors. Fixed jittery aim animations in third-person when mounted. Fixed a bug where mounting near walls prevented aiming left or right. Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly. Fixed an issue where third-person hit reactions were missing when hit while mounted. Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched. Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls. Fixed an issue where taking melee damage interrupted weapon fire. Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps. Improved vaulting, parachute, and door-opening animations for smoother transitions. Fixed rare animation freezes for friendly soldiers reloading off-screen. Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay. Added parachute customization for soldiers. Prevented unintended shoulder bump animation when equipping a weapon while sprinting. Improved ragdoll impacts for more consistent and reliable reactions. Improved stance transition and landing animations to settle faster and feel smoother. VEHICLES: Fixed missing haptic feedback when switching between tank weapons. Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats. GADGETS: Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive. Fixed a MAS 148 Glaive visual issue during combat dives in first-person. Fixed an issue where Defibrillators appeared floating during vaulting animations. Fixed an issue where the Supply Pouch would sometimes not resupply correctly. Deployable gadgets are not destroyed/removed from debris piles AT grenades now create a small sized crater instead of a medium one. Buildings now take more hits to be destroyed by a Sledgehammer. WEAPONS: Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less. Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage. Fixed a misalignment issue with top-mounted red dot sights. Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic. Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons. Improved reticle settling for automatic weapons to make burst firing more efficient. Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone. Balanced sledgehammer damage against world objects for better consistency. Fixed an issue preventing players from leaving the Firing Range. MAPS & MODES: Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility. Improved exposure transitions between indoor and outdoor areas for better visibility. Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it. Squad names are now randomized at the start of Squad Deathmatch matches. Added visible bomb meshes to armed M-COMs in Rush. Updated overtime UI visualization across all modes. Fixed animation and positioning issues during insertion sequences on all maps. Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round. Fixed an End of Round progression issue in King of the Hill mode. Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps. Mirak Valley Fixed a misaligned zipline mesh in Conquest. Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map. Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset. Siege of Cairo Fixed overlapping territory lines and boundaries during the briefing screen in Escalation. Liberation Peak Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match. Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds. New Sobek City Fixed an issue preventing players from capturing part of Flag C in Escalation. Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch. Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area. Manhattan Bridge Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence. UI & HUD: Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables. Updated 3D previews for certain gadgets to show their deployed state. Added preview videos demonstrating how gadgets work. Added new cosmetic options for selected gadgets. Changed “Save & Close” to “Close” in the Deploy menu for clarity. Fixed various UI issues in Loadouts. Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round. Fixed multiple text inconsistencies in Dog Tags and Challenges. Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions. SETTINGS: Added Flick Look bindings to Helicopter, Jet, and Transport control schemes. Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior. SINGLE PLAYER: Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped. Fixed a black screen issue in the Night Raid mission. PORTAL: Fixed an issue where the Host Experience screen did not display the Portal experience image. Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled. Improved loading times for the Server Browser experience info tab to ensure joining functions properly. Corrected a spelling error in the message shown when attempting to join an unavailable server. AUDIO: Fixed an issue where footstep sounds were missing when moving with the knife equipped. Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction. Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions. Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds. Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior. Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation. Added radio chatter through controller speakers. Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds. Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators. Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers. Added missing ambient audio setups for environmental props like construction barriers and buses. Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations. Fixed an issue where delayed challenge tab displays triggered early audio playback. Fixed an issue where defibrillator loop sounds could get stuck when vaulting. Fixed missing or out-of-sync reload sounds. Corrected the M39 EMR using suppressed audio when unsuppressed. Restored missing external sound effects for RWS Gunner countermeasure mines. Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song. Reload audio polish for several weapons. 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.9.6KViews4likes0CommentsBATTLEFIELD 6 UPDATE 1.0.1.0
Originally posted on Battlfield Comms X account 9th Oct 2025 Battlefield 6 launches with Patch 1.0.1.0, delivering a wide range of updates and improvements across the game made since the Open Beta Weekends. This release reflects player feedback from the Beta and ongoing playtesting from Battlefield Labs, alongside our continued development efforts. Addressing bugs, refining balance, and enhancing clarity throughout the entire experience. Major Updates for 1.0.1.0: Movement is refined with reduced slide-to-jump momentum, lowered jump height, and increased inaccuracy when firing while airborne or sliding. Weapon handling has been rebalanced through general recoil tuning and adjustments to ensure more consistent gunplay. Rush and Breakthrough layouts revised to deliver a better balance between Attackers and Defenders. Maps improved with better traversal, lighting adjustments, and overall performance upgrades. UI and HUD have received a range of polish improvements for clearer prompts, smoother navigation, and more accurate displays. Settings and controls expanded with improvements across multiple areas. Audio overhauled game-wide with clearer pings, refined weapon and vehicle sounds, and fixes for missing or delayed effects. Netcode optimized to reduce desync, fast time-to-death, and instances of invisible damage. CHANGELOG PLAYER: Reduced the speed that can be carried from sliding into jumping, lowering momentum (especially horizontal). Increased the penalty for repeated jumps and slightly lowered the jump height. Increased weapon inaccuracy when firing while jumping or sliding. Adjusted parachute physics; reduced the initial acceleration when deploying. Fixed an issue where weapon dispersion could spike far higher than intended. Fixed an issue where a takedown could launch the victim into the air. Fixed an issue where players could enter third-person camera while alive. Fixed an issue where players could remain stuck in a downed state after being revived with defibs following a headshot. Smoother transition when aiming down sights from hip-fire for better target acquisition. Fixed an issue where landing animations played after very short drops or when climbing objects. Jump landing animations have been updated to feel smoother and settle faster. Crouch/stand transition animations now settle more quickly. Fixed an issue where too much momentum was lost when cutting a parachute. Drag & Revive can now be cancelled more quickly for better responsiveness. Updated parachute, skydiving animations and physics for more fluid movement. Fixed an issue where fall/landing speed penalties triggered after very short drops or vaults. Fixed an issue where firing was blocked too long after going prone from sprinting or combat diving. Fixed an issue where weapon sights appeared misaligned after sprinting. Updated vaulting animations for medium and high obstacles. Improved first-person swimming animations. Reduced camera movement when exiting a slide. Toned down camera shake when rapidly starting and stopping sprints. Various improvements and bug fixes to melee attack and takedown animations. Various improvements and bug fixes to Drag & Revive animations. Improved vault detection for more reliable movement over obstacles. VEHICLES: Helicopters have been given more power and responsiveness, making them easier to fly, adjust mid-flight, and survive attack runs, including better chances to dodge incoming RPGs. Increased tank turret speed. Vehicle smoke countermeasures are now more effective at breaking spotting/lock-ons. Improved the death camera experience for air vehicles. Adjusted vehicle mix for hit indicators and updated explosion kill indicator feedback against infantry. Vehicle aiming behavior (mouse and gamepad) now more closely matches soldier aiming. Vehicle sensitivity and aiming options now use the same default ranges and values as soldier controls for consistency. Navigation Terrain Avoidance has been enabled for surface-to-air missiles. Fixed an issue where a vehicle could keep showing a lock-on warning for several seconds after being hit by an MBT-LAW. Added a visible boost bar for ground vehicles that have boost. Fixed an issue with the Leopard wreck collision so players can now climb it from behind. Improved how tank tracks and vehicle wheels interact with destructible objects for more realistic collisions. Reduced the bloom effect on jet bombs (Apache) for clearer visibility. GADGETS: Fixed an issue where some gadgets could unequip unexpectedly when jumping. Fixed an issue where Rocket Launcher backblast dealt too much damage to infantry. Reduced Rocket Launchers’ blast damage against infantry to discourage ground-blasting. Rocket Launcher explosions now correctly check for walls and cover before applying damage. Removed arming time on rockets, allowing players to fire at floors/ceilings indoors to open up destruction. Thermobaric grenade concussive effect reduced from 2.5s to 1s. Thermal scopes improved: soldiers now appear colder when prone/dying and hotter when sprinting. Fixed an issue where a Rocket Launcher collision could cause double damage to vehicles. Fixed smoke grenades not detonating in some cases. Fixed visual issues when firing certain Rocket Launchers and scopes. Tracer Dart hipfire crosshair no longer appears when aiming down sights. Fixed an issue where Tracer Dart reticle textures were missing. Fixed an issue where Drill Charge GL reticle textures were missing. CSB IV EOD Bot audio attenuation and patching improved. Remote-entry gadgets (XFGM-6D, CSB IV Bot, LTLM II) can no longer be equipped if you’re out of ammo and have no active gadget deployed. Repair Tool now overheats slightly faster to prevent vehicles from becoming too durable. Repair Tool and Defibrillators can now damage enemy gadgets. Defibrillator damage reduced on both quick zaps and charged zaps. M320 grenade launchers now show ammo type and count on the display. M320A1 HE vehicle damage tweaked. Assault Ladder ramp deployment angle increased to 54° (was 45°). Fixed an issue where players could unintentionally unequip gadgets while jumping. Improved the throwing arc of the AT-Mine, it now inherits the speed of the soldier throwing it and better aligns to the surface it lands on. Updated spawn blocking interactions between ladders and wiring materials. Adjusted gameplay volumes so only the Assault Ladder is blocked from deployment; all other gadgets can still be placed. Fixed an exploit where the deployable shield could be used to climb out of intended play areas. Fixed an issue for the AJ-03 COAG Med Pen where on-screen VFX ended too early. AT4 now uses aim-guided missiles. RPG-7V2 Adjusted sight and reticle for better aiming. Increased dispersion when aiming down sights to discourage quick-scoping. Fixed projectiles hitting nearby cover incorrectly when aimed just above it. MBT-LAW MBT-LAW is now the default rocket launcher for the Engineer class. Missiles now follow a more accurate trajectory. Now uses auto-guided missiles. Can no longer be hip-fired. Sight and reticle updated for a clearer aiming experience. Blast damage now correctly applies to vehicles. MAS 148 Glaive Missile trajectory updated to better reflect real-world behavior. Two zoom levels introduced. Can now lock on to stationary weapons and vehicles (AA, TOW, heavy MG). Lock-on distance changed and now cannot lock onto targets closer than 40m. Fixed clipping and reticle issues in the scope. Blast damage now correctly applies to vehicles. Hipfire crosshair no longer appears when aiming down sights. LEDs now correctly show lock progress, thermal setting, and zoom level. Field of view now transitions more smoothly when zooming. SLM-93A Spire Gadget can no longer lock on to air vehicles below radar level. Fixed an issue where missiles sometimes did not deal damage. Airburst Incendiary The projectile now detonates on collision. The projectile now credits the correct damage owner in kill feed and cards. The projectiles deal less structural damage (more hits required to destroy facades). Gadget now cannot be aimed down sights while reloading. Blast and shockwave radius are now aligned with destruction values. Smoke from the Airburst Incendiary now blocks spotting and lock-ons for soldiers and vehicles. Bravo3 Sight size no longer scales incorrectly with field of view. SS26 Fire damage now only applies once to soldiers. Damage drop-off has been adjusted. Unlock requirement reduced from Rank 1 to Rank 0. LTLM II (Portable Laser Designator) Spotting angle and maximum spotting distance in binocular mode have been made more forgiving. Can no longer laser paint the environment. Now removes laser paint marks when a vehicle enters thermal smoke. Now correctly spots vehicles when laser painting them. Thermal view toggle now updates the UI correctly. Zoom now activates instantly and returns to your previous zoom level. Deploy animation now plays correctly. Will now rotate properly for other players when deployed. Improved the Game Hint to show RMB (Zoom) instead of E/R (Interact/Reload). Deploy Beacon Now allows only one spawn per player (4 per squad total) before self-destruct. Enemy Deploy Beacons now display an icon on the minimap when pinged. Can now be deployed at a soldier’s feet if the original location is blocked. T-UGS Will no longer be destroyed when their owner dies. Can now be deployed at a soldier’s feet if the original location is blocked. XFGM-6D Recon Drone Now flies faster when carrying C4, but battery drains faster as a trade-off. No longer receives unwanted force when carrying C4, making flight smoother. Movement improved for a more realistic feel. The Drone now self-destructs after 3 seconds when flown out of bounds. Supply Pouch Can no longer be picked up once deployed. No longer restores health to vehicles. No longer pushes players into map geometry. Now follows the same ping rules as repair stations (VO, ping log, icon). Now resupplies as intended and grants one additional C4 as overstock. WEAPONS: General recoil adjustments across multiple weapons. Weapon accuracy adjusted to be more stable when aiming down sights while moving, but less accurate when firing mid-jump. Numerous weapon attachments updated to appear correctly. Increased bullet spread when firing automatic weapons while aiming down sights. M87A1 shotgun now requires more pellets to secure a kill, rewarding more accurate hits. Fixed an issue where the crosshair appeared larger than the actual bullet spread when using shotguns with slug ammunition. Bolt-action rifles: first-shot boost now applies to every fired shot. Added glow to a variety of reticles and improved visibility of reticles MAPS & MODES: All Rush layouts have been updated based on feedback from the Open Beta. Several Breakthrough layouts have been updated based on Open Beta feedback. Fixed spawn killing issues on Siege of Cairo. Fixed multiple exploits on Siege of Cairo and Iberian Offensive that allowed players to reach unintended areas. Improved Anti-Air balance on Liberation Peak. General performance improvements to Operation Firestorm Improved player traversal across Operation Firestorm Adjusted lighting on Operation Firestorm to make indoor areas and certain assets brighter where they were previously too dark. Spawn animations on Operation Firestorm improved across multiple game modes and areas to remove bounce effects. Respawning in Squad Death Match is now a one-button action, simplifying the process compared to the two-step option in Beta. UI & HUD: Updated text and names for select weapons and gadgets for clarity. Fixed an issue where lock reasons were not showing on the loadout screen. Fixed character skin names not displaying correctly in the customization menu. Fixed an issue where locked weapon packages didn’t display attachments correctly. Fixed incorrect class names showing on the insertion screen after switching class. Fixed icons under player names not matching class types in the pre-game lobby. Adjusted background color for Takeover column cells. Fixed options menu buttons focusing on the wrong element after selection, improving navigation smoothness. Fixed interact and reload setting options being vertically cut off. Fixed credits auto-scroll bugs and adjusted scrolling speed. Credits updated with a new text document, BF6 logo, and centered layout. Added a warning pop-up about XP progress loss when leaving a match via the pause menu. Resupply interaction for Support soldiers now only appears when you actually need health or ammo. Navigation controls on the deploy screen and big map have been improved. Mouse navigation in the Commorose has been made smoother and more responsive. Commorose now supports southpaw control layouts. Updated the UI and animations for the training paths widget. Soldier and vehicle overlays updated with improved visuals. Squad and friendly nametags now show clear visuals when you’re being healed, resupplied, or revived. Fixed an issue where spotting sometimes placed a location ping instead of marking the enemy. Fixed an issue where the inventory UI stayed visible after dying out of bounds. Vehicle hit indicators updated for better clarity. Updated visuals for vehicles tied to capturing objectives on the deploy screen. Fixed a minimap bug where geometry displayed incorrectly on top of other geometry. Fixed an issue where combat zone images weren’t displayed correctly on loading screens. Location and danger pings now include animations for improved awareness. Fixed an issue where equipping or picking up a gadget didn’t trigger the correct animation. Fixed an issue where enemies pinged through smoke did not properly show as danger pings. Update of the Rank visuals and iconography. Improved overall class identity UI (signature gadget, weapon proficiency, traits, etc.) C4 UI now shows how many charges you’ve placed and the distance to your three closest charges. Air vehicle resupply stations now have a clear in-world icon. Fixed an issue where enemy-placed neutral gadgets could be seen through geometry. The explosives countermeasure UI now shows which enemy explosives will be intercepted on the minimap. “Sticky-to-edge” icons now include an arrow indicating direction. Non-lethal grenades now use a distinct sepia tint for easier identification. Fixed an issue where weapons did not rotate correctly when previewed. Fixed weapon zoom increments when previewing in menus. Players can now rotate weapons while in menus. Players can now preview attachments even from locked attachment slots. Fixed a camera issue that caused it to flip when previewing flashlight or laser attachments. Improved loadout menu navigation with gamepad (default focus refined for smoother use). Fixed an issue where cosmetics could be accessed by deleting and re-adding favorites. Fixed progress tracking for Class Badges. Added categories to loadout deeplinks for easier organization. Enabled stats delta change when selecting an empty attachment slot in weapon attributes. SETTINGS: Inspect Weapon option hidden on PC. Voice chat now defaults to off. Adjusted graphics quality option: disabling “Auto” now correctly sets Performance mode to Custom on PC. PC and console settings are now separated. Added missing Flick Look Threshold for Keyboard and Mouse. V-Sync moved back to Display settings. Added “Stay on Screen” functionality when equipping weapons, packages, and gadgets in customization. Surface Replace & Customize button added on PC. Autohide HUD is now set as default. Fixed an issue on PlayStation 5 where the Auto setting didn’t select the correct channel configuration when connected to a TV, soundbar, or controller. Added a Voiceover (VO) volume slider option. Added speaker detection feedback during boot. Tuned default master mix settings. Adjusted reverb mix for non-HD audio settings. Added an accessibility option for a motion-sickness-friendly combat roll (camera no longer rolls). Added an accessibility option to reduce camera bob while sprinting. Added a new option to adjust minimap size (small, medium, large). PORTAL: Removed Crossplay option from server hosting. Fixed an issue where AI soldiers in Portal were not affected by weapon/loadout restriction rules. AUDIO: Adjusted the audibility of directional pings. Reduced volume for Commorose open/close sounds. Tweaks to parachute landing sounds and low-health breathing effects. Adjustments to incendiary and movement audio mixes. Tuned instant-death sound mix. Directional ping sounds made clearer. Commorose open/close volume reduced. Tweaked parachute landing and low-health breathing sounds. Tuned instant-death audio mix. Adjusted incendiary and movement audio mixes. Adjusted gadget equip/deploy audio across the board. Friendly soldier and vehicle overlays made less visually distracting. Updated interior firing sounds for heavy machine guns, coaxial LMGs, and helicopter autocannons. Added suppression audio effects for multiple weapons. Polished firing sound mixes across various weapons. Adjusted sound profiles for urban sniper rifles, urban rifles at distance, and SMGs in open fields. Fine-tuned reload and firing sounds for multiple weapons for higher fidelity. Tweaked shotgun firing sounds (amplitude, delays, pitch). Updated shotgun audio in different environments (open field, canyon, urban). Adjusted audibility of gadget auto-replenish sound when reloading a shotgun in the Assault class’s secondary primary slot. Fixed an issue where flares audio was not playing for the UH-79 gunner seat. Added unique low-health fire sounds for different vehicle types. Fixed an issue where jet “low health fire” sounds continued to play after repairs. Fixed an issue where MBT driver smoke discharge audio was not playing. Fixed an issue where the MBT Active Protection System audio felt delayed. Fixed an issue where medium damage sounds played when vehicles only took light damage. Fixed a bug where soldiers in exposed vehicle seats did not display squad overlays correctly. Fixed camera shake when firing the RWS helicopter autocannon as the pilot. Reduced loudness and adjusted low-mid frequencies for jets when offscreen, improving sound clarity. Reduced early reflection audio for helicopters. Adjusted Wartapes V.A.L weapon mix behavior. Adjusted Wartapes V.A.L first-person weapon noise amplitude. Adjusted Wartapes V.A.L third-person noise boost, reducing volume compared to first-person. Adjusted Wartapes V.A.L behavior for vehicle weapons. Adjusted Wartapes V.A.L behavior for minigun weapons. M240L reload audio improved. NETWORK: Improved netcode to reduce cases where time-to-death felt too fast. Fixed an issue where players could take damage without being visibly shot. Fixed an issue where health values were not updating correctly. Improved netcode to reduce cases of dying after reaching cover. Fixed a netcode issue where damage feedback was delayed or only appeared after respawning.2KViews5likes4CommentsBATTLEFIELD 2042 UPDATE #9.2.1
Originally posted on the Battlefield Comms X account on 8th Sept 2025 Tomorrow, Tuesday, 9th September, we will be rolling out a small Hotfix Update in response to community feedback and changes following the previous Update, 9.2.0 //The Battlefield Team Community Calendar Discover various Community Events, Featured Experiences, and Double XP moments on Battlefield 2042 via our frequently updated Community Calendar . Stay Informed Follow us on Reddit and @Battlefield to stay informed on the latest news, and @BattlefieldComm for the rollout of updates and other live service changes. Join the official Battlefield Discord server over at discord.gg/Battlefield . Changelog Phantom The Penguins have seen individuals brute-forcing into the Phantom Project and have added additional defenses to ensure the reward is for Operatives who are fully deserving of the loot that awaits. Weapons & Gadgets Fixed an issue on the Lynx where extended magazine reload was slower than intended. The reload animation is now faster, making it look less like slow motion and more like just motion. Fixed an issue with the Lynx 's recoil and camera motion. Fixed an issue where the accuracy is lower than intended when standing still for the Lynx. Balance pass with SWS-10 and Armor Piercing Rounds and the Masterkey. Fixed an issue where multiple Underbarrel Shotgun Attachments on Vault Weapons were not tracking progress towards quests that require you to get kills with underbarrel shotguns. For example, the unlock quest for the AK5C. Fixed an issue where the SOFLAM and Tracer Dart interaction with a vehicle would not show “Target Acquired” messaging. Maps & Modes Renewal has been returned to the Team Deathmatch playlist offering. Playercards Fixed an issue where the names of Playercard Backgrounds 'Always Check Your Rear' and 'Teamwork Makes the Dream Work' were accidentally swapped. Weekly Missions & Progression Fixed an issue where some weekly missions about doing actions with Vault Weapons would not track with the M1 Garand in All Out Warfare. Tier Skip functionality is now active on the Road to Battlefield 6 Pass. 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.107Views0likes0CommentsBATTLEFIELD 2042 UPDATE #9.2.0
Today we have a surprise Battlefield 2042 Update for you, as we are releasing 9.2 on all platforms. Not only are you getting new weapons and vehicles, a bunch of bug fixes and gameplay changes, but we’re also bringing back a fan favorite of previous Battlefield titles, Iwo Jima! Of course an update like this wouldn’t be complete without a brand new, free Battlepass. But that’s not all! Playing the content of Update 9.2 will also allow you to unlock exclusive Battlefield 6 rewards! The road to Battlefield 6 begins here. Let’s dig in! //The Battlefield Team Community Calendar Discover various Community Events, Featured Experiences, and Double XP moments on Battlefield 2042 via our frequently updated Community Calendar. Stay Informed Follow us on Reddit and @Battlefield to stay informed on the latest news, and @BattlefieldComm for the rollout of updates and other live service changes. Join the official Battlefield Discord server over at discord.gg/Battlefield. Road to Battlefield 6 New Map: Iwo Jima Brand new to Battlefield 2042, Iwo Jima is a fan favorite previously seen in Battlefield 1942,Battlefield 1943, and Battlefield V. In Battlefield 2042 the map will feature an active Volcano, so be on the lookout for some spectacle when you explore Iwo Jima. To really immerse you, the map also features boat landings, bunkers, and trenches on a reimagined 700x200 map that will give you plenty of options to flex your tactical muscles. Hardware Update 9.2 will add two weapons and two vault vehicles to your arsenal. Weapons: KFS2000 - Assault Rifle A formidable assault rifle with an iconic look. Thanks to its bullpup design the KFS2000 is highly accurate and easier to control making it an excellent choice for most combat scenarios. Lynx - Sniper Rifle If you joined us during the Battlefield 6 Open Beta, you will receive the Lynx with Update 9.2. Players that didn’t participate in the Beta will still have a chance to acquire the weapon later down the line. The Lynx is a vicious semi automatic anti material rifle with a respectable rate of fire. It houses a very large cartridge mainly intended to demolish environments and deal damage to vehicles. Vehicles: A10 Warthog and SU-25TM Frogfoot We also have two new Attack Jets coming to All out Warfare, the A 10 Warthog and the SU25-TM Frogfoot! With new and tweaked abilities, they'll fly into your roster with ease. With the added abilities, the team has diversified their position in the roster, and both Jets are configured to be vehicle busters! A10 Warthog SU-25TM Frogfoot Free Battlepass - 60 Tiers of free cosmetics The Road to Battlefield Battlepass will run from August 18 to October 7, which gives you plenty of time to unlock the 60 free tiers that arrive with Update 9.2! The pass celebrates different eras of the Battlefield franchise, with cosmetics inspired by the legacy of the games that came before Battlefield 2042. 60 free tiers Over 50 new rewards inspired by Battlefield 1, Battlefield V, Battlefield Bad Company 2, Battlefield 3, and Battlefield 4. We’ve added several Tiers that will grant you multiple items, get your loot! 30 exclusive rewards for Battlefield 6 spread across 6 Tiers that will be available at launch. Earn these exclusive Battlefield 6 rewards at Tier 8, 19, 30, 40, 49, and 60 of the Free Battlepass! Originally posted on the Battlefield Comms X profile 18/08/2025192Views2likes0Comments