BATTLEFIELD 6 GAME UPDATE 1.2.3.0
Battlefield 6 Game Update 1.2.3.0 arrives on April 14, with new content and improvements, including the Operation Augur limited-time mode, the LTV, the Ripper 14”, and a new Battle Pass Bonus Path. At 09:00 UTC, players will be able to download Update 1.2.3.0 as it goes live across all platforms. At 12:00 UTC, all content included in this update goes live, including new limited-time content, vehicles, weapons, and Battle Pass updates. Alongside the new content, Update 1.2.3.0 also delivers a wide range of gameplay, progression, UI, audio, and Portal improvements to further polish the overall Battlefield 6 experience. NEW CONTENT Time to fight for survival. This update expands the fight with new rewards to earn, a new frontline support vehicle to deploy, and Operation Augur, a new limited-time mode fought across Contaminated and Hagental Base. Battle Pass Bonus Path Gear up for the harsh conditions ahead with a new Battle Pass Bonus Path packed with rewards built for the fight. Unlock equipment and cosmetics designed to help you endure the hostile environment and stay combat-ready as the battle for control intensifies. New Limited-Time Mode Operation Augur: The battle for Hagental Base has begun. In Operation Augur, NATO launches a desperate push to reclaim its satellite defence network from Pax Armata in a large-scale battle fought across two connected maps. The fight begins in Contaminated, where attacking forces can use VL-7 smoke to disrupt defenders and create openings across the frontline. From there, the battle descends into Hagental Base, where the fighting shifts into a tense close-quarters clash through tight interior spaces where teamwork, timing, and tactical play become critical to claim victory over Hagental Base. Operation Augur is all-out warfare across two phases of combat, where strong squad play will make the difference between holding the line and breaking through. New Vehicle The LTV: The NATO variant of the Traverser Mark 2 arrives on the frontline. Built to keep squads in the fight, the LTV supports your team with spawn functionality and health and ammo resupply stations. With four seats available, it gives your squad the space and support needed to stay together, push objectives, and hold ground under pressure. New Weapon The Ripper 14”: Sharpen your attack with the Ripper 14”, a deadly new blade built for aggressive close-quarters combat. Fast, direct, and unforgiving, it is made for players who want to finish the fight up close. Obtainable through Hunter/Pray Battlepass Progression. New Training Path in REDSEC Battle Royale The Hazmat Breacher is a new Training Path for the Assault Class in Battle Royale designed to empower its users into becoming the ultimate entry fragger. Leveraging a modified Breaching Dart Launcher firing a concentrated form of VL-7 Smoke, players are able to weaken and dislodge dug-in foes, while protecting themselves from negative effects thanks to their Protective Mask. Leveling up this Training Path throughout a BR match will provide improvements to both the Protective Mask and to basic soldier survivability. Major Updates for 1.2.3.0 New Content Arrives: Operation Augur arrives alongside the LTV, the Ripper 14”, and a new Battle Pass Bonus Path that expands the rewards available during the fight for survival. Progression Feels More Rewarding: Weapon XP and Vehicle XP are now earned through active use alongside kills and assists, XP rates have been increased slightly across Multiplayer, and Battle Royale and Gauntlet progression now place more weight on time spent in a match, with Battle Royale also awarding higher scores for kills and damage assists. Battle Royale and Gauntlet Improvements: Loot flow has been updated, Strike Packages and Armour Plate availability have been rebalanced, and a wider pass on challenge tracking, objective progression, and End of Round presentation helps both modes play and reward more consistently. Combat Feedback and Gameplay Clarity: Incoming hit audio is now clearer, rapid damage is easier to read, projectile and tracer behaviour is more consistent, and network warning indicators now provide better visibility during live combat. Weapons and Gadgets Receive a Broad Polish Pass: Defibrillators and the AJ-03 COAG Med Pen have been updated, while attachments, animations, unlock presentation, and challenge tracking have all seen further improvements. UI, HUD and Front-End Improvements: Menus, challenges, loadouts, End of Round screens, localisation, Store presentation, and Battle Pass readability have all been updated to improve clarity and consistency across the experience. Portal, AI, Audio and Settings Enhancements: Bot support has been expanded across Multiplayer and Operations, Portal tools and web app behaviour have been improved, audio has received further polish, and new controller tuning support has been added through the Deadzones Draw Tool. CHANGELOG PLAYER: Corrected the in-game wording for the Career Total statistic tied to distance travelled as a passenger. Improved the display of completed assignments at End of Round. Improved the display of Dog Tag unlock criteria after completing or exiting a match. Improved the Profile statistics page so it no longer shows a persistent loading square. Updated the Sprint Slide tooltip so its trigger criteria now match the intended behaviour. Corrected the matchmaking stance for the SOR-300 so the weapon is now held correctly. Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming. Ping voice-over callouts now have a slight 0.15 second delay to improve timing and readability. Soldier acceleration curves have been slightly adjusted to better support 30Hz experiences, improving responsiveness in the opening moments of movement. Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill. Soldiers now align more reliably with stairs and uneven terrain while prone. Soldiers’ heads are now less likely to clip through nearby geometry while using ladders. Third-person melee animations now exit correctly when performing a quick melee while holding another weapon. Networking & Hit Registration Improvements Added a new “Bad” Time Nudge network warning icon. Added value readouts to network warning icons when visible, including Packet Loss Up, Packet Loss Down, Time Nudge, High Latency, Latency Variation, and Server Tick Rate. Grenades are now correctly dropped if a player is killed while preparing a throw. Hit damage feedback audio now plays more promptly when taking incoming fire. Incoming hit audio has been fine-tuned so quick consecutive hits are clearer, especially during engagements against high rate of fire weapons. Network bandwidth usage has been optimised so more weapon data can be sent in a single update. Projectiles will no longer occasionally spawn at the wrong height during stance transitions under poor network conditions, which could previously lead to shots not registering. Trade-kill distance has been reduced to 30m from 50m to reduce cases where damage could be rejected during mid-range engagements. Visual bullet tracers now line up more reliably with the damage you receive. VEHICLES: Added the LTV, a new NATO variant of the Traverser Mark 2 APC. Camera transitions now snap back to the soldier instantly when redeploying or dying when remote controlling a vehicle. Fixed an issue where land vehicles moving at crawl speed could still trigger mines when travelling across bumpy terrain. Improved the Legion CWZ Automated AA to help prevent enemy jets from being stolen or spawn-killed. Improved the MBT decal customisation flow so the camera point of view now returns to the selected decal position after leaving Inspect View. Restored the “Relentless Trample” vehicle decal so it now appears in-game. RHIB Completed a broader polish pass focused on improving RHIB handling and overall usability. Improved audio presentation while turning and when impacting waves and the water surface. Improved handling to make the RHIB feel more nimble and easier to point. Reduced abrupt force changes when coming out of ignition and shortened ignition time. Updated the RHIB’s speed and RPM gauges so they now function correctly. Updated boat hull simulation to improve how the RHIB interacts with the water surface. Scout Helicopter Adjusted Heavy Rotary Cannon overheat mechanic to compensate for reduced rate of fire. Extended Scout Helicopter light rocket ammo regeneration time from 21 to 27 seconds. Extended Scout Helicopter smart rocket ammo regeneration time from 16 to 20 seconds. Grenade Launcher Muzzle Velocity Increased. Grenade Launcher now has infinite reserve ammo. Heavy Rotary Cannon falloff range shortened to 45m. Heavy Rotary Cannon rate of fire from 1000 to 800 RPM. Reduced lethal range of Attack Helicopter Heavy Rocket explosion from 2m to 1m Reduced lethal range of Upgraded Attack Helicopter Heavy Rocket explosion from 2.8m to 2m. Reduced the inner explosive radius of all scout helicopter rockets from 1m to 0m. Reduced the radius of Attack Helicopter Heavy Rocket explosion from 7m to 5.5m Seismic Detector Radius increased from 16 to 36 meters. GADGETS: Controller haptic feedback now triggers more reliably while using the Gas Mask and Night Vision Goggles. Expanded the Assault Ladder interaction logic so ladders can now destroy additional small placeable gadgets and props. Improved the audibility of the XFGM-6D Drone self destruct sound effects. Added a missing recoil animation on the HTI-MK2 Added a more urgent low battery sound to the NVIS-500 Night Vision Goggles to better indicate battery shortage. Fixed an issue on the NVIS-500 Night Vision Goggles where the battery depletion sound would not play while aiming down sights. Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score. Reduced the turning response of AT4 and TOW Missiles. Reduced the initial speed, acceleration and maximum speed of the RPG. Added infinite ammo to Mobile Anti-Aircraft primaries in multiplayer. Reworked the MBT Guided Shell to make it faster but much less manoeuvrable. Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score. AJ-03 COAG Med Pen Added third-person healing support while prone on your back. (you can now use the shot while on your back). Lowered the intensity of the on-screen effect and visual presentation. Retimed the gameplay effect to better match the updated animation and audio. Shortened the injection animation. Updated the pen visual effects to better match the new animation. Protective Mask Added a low battery warning visual to better indicate battery shortage. Corrected an issue where the mask could fade off the player’s face instead of playing its take-off animation when durability ran out while holding a melee weapon. Defibrillators Dev Note: This update brings a meaningful balance pass to the Defibrillator, aimed at improving game flow and overall combat pacing while keeping revives impactful and rewarding. After reviewing its behavior over the past few months, we found it was too easy to revive multiple teammates in quick succession with minimal risk. Our goal is to preserve those clutch moments where you can get your squad back on their feet quickly, while encouraging more deliberate use. To support this, the Defibrillator now uses a charge system (similar to earlier Battlefield titles), starting with 3 charges that allow for a few rapid revives before needing to recharge. Revive health scales with charge time: 50% instantly, up to 100% when fully charged, with smooth steps in between. A new UI indicator shows your charge progress to help you time revives effectively. In addition, the health given with the charge duration can also be dealt as damage against enemies. This means that you can once again kill a player in one zap, if you’ve charged the defibrillator fully. PSA from your teammate that has been waiting to be revived for the past 10 seconds: Please fully charge your defibrillator! Here are all of the details around what changes with the Defibrillator this update: Added a progress crosshair UI while charging. Damage now scales from 50 to 100 based on charge level, in 10-point increments. Fixed cases where downed soldiers could not be revived when pressed into corners or when lying on stairs. Full charge time has been increased to 1 second from 0.65 seconds. Fully charged shocks now deal 100 damage again, up from 60. Now use 3 charges that regenerate over time, with 1 charge restored every 4 seconds. Now requires a 0.35 second charge before a revive can be performed. The rate of fire is slightly reduced. Revives now restore between 50 and 100 health based on charge level, in 10-point increments. Updated deploy timing so charging can begin faster after selecting the gadget. WEAPONS: Added the Ripper 14” Machete melee weapon as a part of the Hunter/Pray Battlepass Progression. Hollow Point and Synthetic Tip ammunition now cost less on most weapons. Range Finder now plays sound cues when a range check starts and when it completes. Corrected an issue on the CZ3A1 where throwing grenades while it was equipped could introduce a delay before the grenade was thrown. Corrected an issue on the DB-12 where certain attachments did not animate correctly during pump-action and reloads. Tweaked and retuned DB-12 animation tags to smooth transitions into and out of aiming down sights. Fixed camera recoil being lower than intended on the TH-RDS 1.00x optic attachment. The DRS-TH optic now appears correctly on the B36A4 and SVDM. Tweaked and retuned M87A1 animation values to smooth transitions into and out of reloads while aiming down sights. Corrected an issue where aiming sideways when using melee weapons could cause missing yaw rotation while a melee weapon was equipped. Corrected an issue where the Violet Laser was not providing its intended benefit when attached to the NVO-228E Assault Rifle. PROGRESSION: Dev note: One recurring point of feedback has been that Weapon Mastery progression can feel too dependent on kills and assists. Players who spend a match repairing vehicles or supporting their squad are still contributing in meaningful ways, but that contribution has not always been reflected clearly in progression. To address that, we’ve added a time-based component to Weapon Mastery progression. Players will now continue earning progress through active use, even when they are not regularly securing kills or assists. XP earned from kills and assists is unchanged, making this an increase to the overall earn rate rather than a reduction or replacement of existing rewards. Added a new progression system that awards Weapon XP and Vehicle XP for use, alongside kills and assists. Adjusted XP earn rates across Multiplayer modes by roughly 5% to 10% to bring them closer in line with one another. Corrected the tracking for challenges so that damage by stationary aim-guided missiles now counts toward explosive damage criteria where intended. Corrected the End of Round unlock flow so the CZ Skorpion VZ.61 now appears correctly after completing the challenge “Deal damage with Secondary Weapons. Counts double in Nightfall modes.”. Corrected the Onboarding challenge “Capture Objectives in a Vehicle” so it now progresses as intended. Corrected the Week 6 challenge “Deal damage with Grenade Launchers or Grenades” so it now properly tracks damage dealt with underbarrel Grenade Launchers on Assault Rifles. Corrected the Week 10 challenge “Kill enemies with Sniper Rifles. Headshot Kills count double.” so 75m Sniper headshots no longer count twice, and the challenge text now reflects the intended criteria. Corrected the Week 11 Bonus Weekly Challenge so kills made with underbarrel Grenade Launchers on Assault Rifles now award the intended double progression. Improved the “Rapid Fire 1” challenge notification in free-to-play modes so it now shows the full challenge presentation instead of only the weapon name. Corrected the BF Pro Season 2 Challenge 5 reward criteria so the correct unlock requirements are shown in Loadouts. Corrected Challenge “Capture or defend sectors in sector based modes.” so its first criteria now progresses correctly. Corrected Challenge “Deal Damage as a Squad in Multiplayer.” so Multiplayer damage no longer advances the free-to-play requirement incorrectly. Corrected Challenge “Kill enemies from a distance of 25 meters or less in Multiplayer.” so the missing "OR" condition now displays correctly. Corrected Challenge “Get Kills and Assists in Multiplayer.” so the reward and Redsec capitalisation now appear correctly. Corrected Challenge “Capture an enemy flag without leaving the vehicle in Conquest, Breakthrough or Escalation.” so its criteria no longer refers to Squad progress in a Solo mode. Corrected daily mission “Get kills and assists with Shotguns. Kills and Assists in Battle Royale counts triple.” so its in-game criteria now matches the design reference. Corrected End of Round challenge notifications so daily missions now appear correctly after completion. Corrected challenge reward presentation so the BF Pro Season 2 reward for Challenge 2 now appears correctly across the Challenge page, Reward screen, and challenge notifications. Corrected challenge tracking so "Deal damage to enemy vehicles while on foot." now shows its completion notification after dealing damage to enemy vehicles while on foot. Corrected Marina Exploration Challenge 1 so it is no longer incorrectly locked. Corrected OR challenge presentation so empty criteria entries no longer show a default "-". Corrected OR challenge presentation so configured tags now display correctly on criteria. Corrected Season 2 Hardware progression so challenges no longer appear completed before any progress is made. Corrected Season 2 Hardware rewards so the fifth item now appears correctly in the Season 2 Hardware tab. Corrected the Season 1 Catch-Up Hardware quest so grenade kills and assists now track correctly. Improved Season 2 challenge accuracy across Week 1, Week 6, Week 11, “Complete matches in any mode”, “Earn score, counts double in Battle Royale”, the weekly challenge “Earn score, counts double in Battle Royale”, and “Deal damage with Explosives or Incendiaries.” so the in-game presentation now matches the intended design. Corrected an issue where weekly free-to-play challenges and missions tagged with “All Modes” now unlock and track properly for eligible players. Improved Red Bull challenge setup so “In Gauntlet: RB Supermoto, Capture Red Checkpoints as a squad.” uses the correct tag, “Earn Score while driving land vehicles, counts for double if gained in Gauntlet: RB Supermoto” now tracks and doubles correctly, that “Get total airtime in seconds using the ATV, Motorcycle or Light Infantry Vehicle.” now supports all intended Light Transport vehicles, and the F-97 Kestrel now uses its player-facing name instead of a dev-facing one. Improved Weekly Missions “Kill enemies and Revive teammates” so the bonus reward now displays correctly after completion. Updated Assault 1 assignments so the incorrect "OR" category no longer appears. Updated Multiplayer challenge licensing so MP-only OR challenges now display as locked for free-to-play users. Updated the Week 11 challenge “Kills and Assists with Grenades” so kills and assists with Incendiary Grenades now track correctly. UI & HUD: Automatic AA and stationary weapons now display their pickup provider icons more consistently. Corrected Battle Pass pre-purchase inputs so Battle Pass and BF Pro no longer share identical prompts. Corrected BF Pro pricing so pre-purchase now uses the intended payment method instead of BFC. Corrected bundle purchase flow so the Buy Bundle prompt now clears correctly after purchase. Corrected Character Customisation so Character Skins now display correctly. Corrected End of Round presentation so squads now appear with their equipped customisations instead of default skins. Corrected placeholder and unlock-criteria text across several rewards, including Ramming Speed Player Card, Grey Eagle Player Card, the Heat Wave Dog Tag, and the Man and Beast Dog Tag. Corrected Player Card presentation so the default icon no longer appears at End of Round after it has been changed. Corrected store navigation so pressing Escape on the Confirm/Cancel screen no longer sends players back to the Store main screen. Corrected Task Force Vector art presentation so Jensen, Kit, and the Tier 11 character skin now use the correct icon art. Corrected the "Check your comms" prompt in boot flow so it no longer shows duplicate button functionality. Corrected the barrel icon presentation for the Skorpion VZ.61 Corrected the Battle Pass pre-purchase screen so missing prices now display correctly. Corrected the Battle Pass transition from Season 1 to Season 2 so the full Season 2 reward set now displays correctly. Corrected the BF Pro Bonus Path flow so tier advancement now works properly when BF Pro is purchased in the same session. Corrected the BF Pro purchase flow so the celebration screen now plays correctly after purchase. Corrected the BF Pro Season 2 Battle Pass pre-purchase flow so players can now purchase the BF Pro version correctly. Corrected the CZ3A1 Iron Sights icon alignment in the soldier inventory. Corrected the “Death Stalkers” Battle Pass reward flow so missing tiers now appear after purchasing BF Pro. Corrected the display of store-unlocked melee weapons so they no longer appear locked in Loadouts. Corrected the End of Round colour presentation so menu elements now align correctly with the intended art direction. Corrected the Escalation matchmaking footer at End of Round so it now displays Escalation instead of Conquest. Corrected the Featured row so "^Test Tile" no longer appears. Corrected the first-party offer ownership display so owned items now show the correct "Owned" status after purchase. Corrected the menu Home tile telemetry event format. Corrected the Skorpion VZ.61 muzzle attachment placement in the Collection screen. Corrected the Squad Icon Revive Opacity description in HUD settings. Corrected the Store preview flow so cancelling a first-party purchase from a bundle preview now returns the player correctly.f Corrected tutorial alignment when rapidly switching between Loadout and other UM tabs. Corrected weapon icon visibility in the kill feed. Dynamic vehicle prompts no longer remain visible when they should be hidden. Friendly icon colour linking now displays correctly while inside vehicles. Helicopter passive vehicle labels now display correctly. Improved Character Bios and Strix Raiders full-bio naming so squad names and layout now present correctly. Improved charm and cosmetic icon visibility for affected items including Winged Blade, Twilight Threshold, and other impacted rewards. Improved Dog Tag presentation so unintended descriptions no longer appear on affected items. Improved gadget reward icon presentation in the Season 2 Battle Pass so affected rewards now use the correct side profile view. Improved the Battle Pass main screen so pre-purchased items now show a day countdown correctly. Improved the BF Pro Bonus Path presentation so its rewards now appear correctly in the Battle Pass. Improved the bundle ownership flow for Gadget Skins so unlock criteria now update correctly after purchase. Improved the Defibrillator skin icons so the “Corruption” visual no longer appears across them. Improved the EA Connect menu so its elements now display correctly. Improved the first-boot flow so it no longer reappears on later title launches. Improved the first-time boot flow so the User Agreement is no longer shown twice. Improved the free trial mode presentation so the timer displays correctly and tiles no longer appear locked. Improved the keyboard and controller navigation flow for Bulletins. Improved the reflection setup when previewing Battle Pass skins in Path View. Improved the Social screen on Xbox Series X|S and PlayStation 5 with Keyboard and Mouse so the mouse pointer now displays correctly. Improved the Store naming and tagging for several offers, including Apex Predator, Clover Shot, Strix Raiders, Toxin Patrol, War Weaver, Waking Death, and The Night Stalkers. Improved the SU-230 LPVO unlock flow so it no longer appears as "Currently Unavailable" after completing its unlock challenge. Improved the VOIP consent flow. Network warning icons have been sharpened for improved readability. Ping preview icons now display correctly even when the ping prompt is disabled in Options. Player names now show correctly when looking at players, and the ping prompt has been moved higher on screen. Removed the blinking “REVIVE ME” prompt in multiplayer. Restored missing weapon and player-card visuals at End of Round, including player cards, non-local player weapons, and affected challenge tabs. Restored the Black Widow Legendary Gadget Skin icon art. Restored the Character Customisation menu to Loadout. Restored the HTI-MK2 Factory Skin icon art. Restored the IGLA Factory Skin icon art, and restored it to the customisation menu. Single-seat active vehicles no longer appear as spawnable options on the deploy screen. Updated Arabic UI presentation across Bonus Path, Character Bios, Challenges, and Loadout gadget descriptions to reduce overlap, cut-off issues, and line-height conflicts. Updated End of Round squad presentation so similar uniform patches no longer appear across all squad members. Updated the “Midnight Sun” description so it now refers to the correct launcher instead of a shotgun. Updated the 18.5KS-K Ambition Weapon Package so it no longer appears twice in the customisation menu. Updated the CZ3A1 16.2" Extended Barrel presentation in the weapon inventory HUD so it now matches the weapon mesh. Updated the CZ3A1 weapon description so it no longer shows placeholder text. Updated the Psy Gas tooltip in the tutorial so it no longer is described as harmful. Updated the Skorpion VZ.61 weapon description so it no longer shows placeholder text. Updated the” Steel Punch” Epic Weapon Package so its icon art now matches correctly. Updated weapon stickers purchased through the Store so they now refresh correctly in Loadouts. SETTINGS: Added a Deadzones Draw Tool to the Controller Tuning, providing an in-game overlay that visualises the selected controller deadzones to help with tuning. Corrected Campaign settings access so the Game Settings page no longer appears blank when opened through the Campaign tile. Corrected Campaign settings visibility so Multiplayer Front End menus no longer show Campaign-only settings. Corrected Ground Vehicle control naming so the in-game option now matches the intended wording. Corrected graphics presentation so the VRAM meter now appears and behaves correctly in the affected builds. Corrected Input values so the Infantry Mouse slider now shows the intended value after being changed on a fresh account. Corrected Mount Breakout option text so it now reflects the intended behaviour. Corrected System setup wording so the in-game option now matches the intended description. Corrected the Keyboard and Mouse Pilot subsection so it now matches the intended design reference. Corrected the Vibration Settings reset flow so the Reset key now works correctly and the Vibration Settings Preset no longer switches to Custom unexpectedly. Corrected the save flow for settings changed during Campaign missions so they now persist after returning to the menu. Improved the Credits menu so it now appears correctly in Extras during gameplay. Improved the Options menu flow so Back and Escape now return correctly instead of triggering the Quit Game prompt. Improved Single Player settings so Infantry Aim Assist Zoom Snap no longer appears there, and Stick Forward Sprint is now available where intended. Updated motion blur settings so Weapon Motion Blur and World Motion Blur now behave consistently with their menu presentation. PORTAL: Added the Portal Gadget to Battlefield 6 and REDSEC custom experiences. The Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Corrected Combat Area setup so Exclusion Zones, Surrounding Combat Areas, and Team assignment now work correctly. Corrected Gas Mask inventory behaviour so it no longer appears when all Gadgets are restricted. Corrected M-COM setup so affected M-COMs in Portal experiences no longer use the wrong explode settings. Corrected vehicle spawner behaviour so the intended vehicles now spawn correctly. Corrected vehicle event behaviour so events now fire correctly for every seat. Corrected Portal bot behaviour so bots now attack and defend capture points correctly. Improved password-protected server joins so players can now join friends’ protected Portal servers correctly. Improved Portal mode availability, with Shell Shocked mode now available again. Updated mod.SetCapturePointOwner() so the function now works correctly. Builder & Web App Corrected GraniteDuo and Escalation Verified modes so placeholder titles and descriptions no longer appear in the Web App. Corrected language selection so UK English, Australian English, and Chinese now display correctly in the Web App drop-down. Corrected Hagental Base setup so "Include Default Spatial Data" is now available, preventing missing HQs. Corrected Primary Weapon restriction behaviour so players no longer become unable to move after deploying. Corrected profanity filtering so non-prohibited words are no longer censored. Corrected the Experience Image button flow so it now works properly after resetting or refreshing an experience. Corrected the Gauntlet Web Builder so the Mission tab is no longer accessible where it should not be. Corrected the MapsItem block in Web App 1.2.1.0 so missing maps now appear correctly. Corrected the Mission Order tab for Verified Gauntlet so it now functions correctly. Corrected the Psy Gas Strike entry in Restrictions so it no longer uses placeholder icon and name. Improved experience creation so importing spatial data no longer prevents experiences from being created. Improved hosting stability for experiences using multiple Granite POIs with specific spatial data. Spatial Editor & Content Corrected Granite Underground so it now uses a dedicated loading screen. Corrected OfficeBuilding_02_B so it now uses the proper mesh in the Spatial Editor. Corrected the Fixed Camera asset so it now matches the in-game camera orientation. Improved Tech Center presentation by removing floating and misaligned assets at the affected location. Stability & Scripting Corrected the Community Concat function so it now behaves as intended. Corrected overload mismatch errors so Emplacement Spawner functions now show the provided parameter list correctly. Improved stability around transform tracker registration. Improved stability around area-check validation. Verified Experiences & Gauntlet Corrected SS26 restrictions so it no longer appears twice in the Restrictions tab. Corrected the Verified Experience start flow so rounds can no longer begin without meeting the intended pre-round player requirement. Corrected the Verified Gauntlet scoreboard so squads joining after the local squad now appear correctly during the match. Improved hosting compatibility so Verified Experiences created on previous patches no longer return an unknown error. AUDIO: Improved sound obstruction on vehicles. Improved support for spatial audio on PS5. Tall grass surfaces now play the correct audio more consistently where appropriate. Tweaked Walla sounds for improved ambience. Minigun audio on the Little Bird has been polished to blend better in the mix, especially from the chase camera perspective, and new interior firing audio has been added. Corrected the Audio Options Voice Chat subsection so it now matches the intended settings design. Corrected the Multiplayer Audio options so "Soldier and Campaign voice lines Volume" no longer appears there. Fixed missing zoom audio while aiming the bomb camera on the F-61V. Improved button audio so selecting Skins or Decals now plays the intended sound. Improved Firing Range target audio so death screams no longer play when targets are "killed". Added new hurt voice reactions when taking damage from the Repair Tool. Reduced repetition on generic impact sounds for the Repair Tool. AI: Enabled bot backfill support in Operations. Extended bot vehicle support across all Multiplayer experiences, maps, and modes. Improved bot behaviour so they can now navigate spaces that require crouched or prone movement. Improved bot steering while navigating corners and hills. Improved bot target prioritisation so they no longer focus on danger pings for too long. Improved air combat behaviour so bots in aircraft engage more often. Improved navigation across Contaminated with multiple pathing updates. Improved navigation near HQ on MP Firestorm so bots no longer become stuck in the cliffs. Updated bot vehicle behaviour so bots can now use the Armoured Transport vehicle. REDSEC PLAYER: Added the new Training Path: Hazmat Breacher for the Assault Class in Battle Royale. Corrected the RGM Second Chance tutorial flow so it now triggers after meeting the intended criteria. Improved the round-end transition in Gauntlet so players no longer become stuck on a black screen after dying out of bounds at the end of the previous round. STRIKE PACKAGES: Added Armour Plates to the Ammo Drop Strike Package. Added a new high-value Strike Package called Armor Drop, which awards a large amount of Armour Plates. Adjusted high-value Strike Package spawn chances to account for the new Armor Drop. Increased the amount of ammo awarded by the Ammo Drop Strike Package. GADGETS: Battle Royale Corrected C4 inventory behaviour so charges are now removed properly even when detonated without using the clacker. Gauntlet Corrected C4 inventory behaviour so it is no longer removed unexpectedly. Corrected initial spawn beacons so they now sit properly on the ground. MAP: Corrected Intel Cache spawning so locations now randomise correctly. Corrected MBT-LAW placement inside the Weapons Cache container. Corrected Shotgun and Grenade loot spawns in the Police Van and Cargo Van so they no longer clip through geometry or float. Corrected the Javelin loot interaction in the Box Truck so it can now be looted consistently from the rear. Improved loot distribution in areas such as Seal and Solar Array. Improved the opening speed of Armory Crates and Airdrop Containers. Improved safe placement at the Lighthouse by moving the affected safe off a destructible surface. Improved access to MRAPV loot by clearing gadgets placed in front of the doors when they open. Updated MRAPV and Safe spawns so they now include 2 Armour Plates instead of 1. Updated REDSEC mode destruction values so plaster, concrete, and other heavy objects now take 2 Sledgehammer hits instead of 4 or more. This change does not affect Multiplayer modes. UI & HUD: Rank-gated loot items, vehicles, and mission objects now display correctly in the ping feed. Battle Royale Added icons to bunker entrances and exits. Updated local killfeed colours so free-to-play squadmates display correctly. Corrected Loot Card weapon zoom information so it now displays as intended. Gauntlet Updated the in-game Gauntlet presentation to better match the Battlefield Labs reference. AUDIO: Improved Spot Ping audio with a more recognisable sound and slightly increased Squad Ping volume. Updated the Commorose audio flow so the menu arrival sound no longer plays when opening it in Battle Royale. PROGRESSION: Reworked XP progression in Battle Royale and Gauntlet to better reward time invested, resulting in a significant increase for the average player with only a slight reduction for the top 1%. Battle Royale Corrected the Class Challenge for completing matches as a class so it now updates correctly without requiring a Battle Royale win. Corrected Weekly Challenge “Deal damage with gadgets, counts double in Battle Royale.” so gadget damage now awards the intended double-value progress. Corrected Weekly Challenge “Spot enemies and earn Spot Assists with Recon gadgets. Counts triple in Battle Royale.” so Battle Royale modes now award the intended triple progression. Corrected Weekly Challenge “Spot enemies and earn Spot Assists with Recon gadgets. Counts triple in Battle Royale.” so spotting with Recon gadgets now awards the intended triple-value progress. Improved End of Round Stats Cinematic weighting so players’ standout performances are highlighted more accurately. Increased the score awarded from kills and damage assists in Battle Royale by 50%. Gauntlet Corrected Weekly Challenge “Capture and Neutralize objectives in Multiplayer or Complete objectives in Gauntlet.” so objective completion now tracks correctly in supported Gauntlet modes. Corrected the Gauntlet Special Forces Operator Challenge 4 progression flow so it now advances after reaching the intended unlock criteria. Updated Weekly Mission “Complete matches in any mode.” so it now appears and tracks correctly in Multiplayer instead of only Gauntlet. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.1.7KViews2likes13CommentsBattlefield 6 - Community Update - Nightfall Debrief and What’s Next
Hey everyone, Since launching on March 17, Nightfall has brought a darker, more intense atmosphere to the battlefield, and it’s been great seeing so many of you adapt to its different style of combat while others have been taking the dirt bikes for a ride with some crazy flips and bold landings. We wanted to share some of the key themes we’re seeing so far, as well as looking ahead at what’s planned for Phase 3, Hunter/ Prey. Hagental Base has been a standout addition for many of you. We’ve seen strong feedback around its layout, atmosphere, and how it plays, with particular praise for its visual direction and how it supports close-quarters combat. The Night Vision experience has also been well received, with many of you highlighting how it changes the way you move, communicate, and approach engagements. It’s been great to see squads adapting to the lower-visibility environment and leaning into a more deliberate playstyle. We’ve seen strong interest in experiences like Nightfall sticking around beyond their initial play window. With the next phase of the season, both the VL-7 Smoke and Night Mode will be added to Portal, giving players another way to continue experimenting with these modifiers beyond their featured time frame. We’ll continue evaluating how Limited-Time Modes are received and where they may make sense to return, evolve, or live on in other ways across Battlefield. Hunter/ Prey Hunter/ Prey goes live on April 14 and marks the final phase of Season 2. This update introduces more progression improvements, refines squad communication systems, and makes targeted adjustments to Battle Royale pacing and resource flow. It also restores VL-7 Smoke to Gauntlet as a permanent mission modifier. Progression Updates Progression has been one of the most consistent areas of feedback since launch. Since the start of Season 2, we’ve further streamlined challenges, accelerated Battle Pass progression through XP, added more XP Boost rewards to early Career ranks, moved camo unlocks earlier, reduced all Mastery XP requirements, and introduced a new XP curve that speeds up overall progression. We’ve also made improvements across challenges, tracking, and end-of-round progression to make the experience more reliable. With Hunter/ Prey, we’re continuing that work with additional updates across weapons, vehicles, Career ranks, and REDSEC progression. Vehicle and Weapon Progression You will earn Mastery XP by using weapons or vehicles, along with eliminations. Career Progression XP earn rates across Multiplayer modes will be adjusted slightly to keep progression more consistent between playlists. REDSEC Progression REDSEC modes will reward time spent in matches more heavily, instead of focusing primarily on final placement. Career XP earned in REDSEC will better align with Multiplayer progression pacing. In Battle Royale, kills and damage assists will provide 50% higher scores, resulting in more Weapon XP per match. As always, we will continue to monitor data and feedback as these changes roll out. Ping System Improvements With Hunter/ Prey, we’re addressing several issues that affected spotting and ping reliability across Battle Royale and Multiplayer. Long-range spotting for vehicles and drones should work more consistently, and enemy soldiers will be prioritized more reliably over nearby interactable objects. We’re also resolving issues that affected pings disappearing when pinging from certain vehicles. With Battle Royale specifically, we are improving how certain items respond when pinged and addressing cases where pings would persist incorrectly after equipment changes. That means pings on loot should register more consistently, update properly when items are picked up, and clear correctly when canceled. This includes pings on the big map. These updates are focused on restoring confidence in squad communication and ensuring that when you ping something, it behaves the way you expect, whether you are marking from a vehicle, marking a route forward, highlighting loot, or calling attention to an objective your squad needs to secure. We’re continuing to evaluate how the ping system performs across the wider game. Communication is core to Battlefield squad play, and we’ll keep refining clarity, responsiveness, and consistency beyond this update. REDSEC Changes Battle Royale We’re improving early and mid-game flow based on feedback, with the intention to reduce downtime, improve pacing, and encourage more dynamic and balanced gameplay. Ammo Drops will contain increased ammunition quantities and include armor plates. MRAPVs and Safes will also provide additional armor plates in place of grenades. We’re also introducing a new Armor Drop Strike Package. When deployed, it provides 12 armor plate pickups, each one granting 2 plates, for a total of 24. This gives squads another strategic option when preparing for extended engagements. Chest opening animations are being sped up slightly to help maintain looting momentum. We’ll be monitoring how this feels in live matches and may adjust further based on feedback. We are also bringing the Traverser Mark 2, also known as the Armored Transport, back to Battle Royale in the next update, but with its weapons removed. We saw the impact its armor and turret could have on match flow, and this change is intended to bring it back in a way that better fits the mode. Additionally, for Battle Royale only, the Sledgehammer’s damage against destructible walls and objects has been increased. If you prefer to create your own entry points rather than use the front door, you’ll now have more freedom to reshape the environment. Gauntlet The VL-7 Smoke will return as a permanent mission modifier within Gauntlet, appearing randomly across select combat areas and enabling gas masks as part of the tactical layer. While it is currently disabled during Nightfall to align with the mode’s theme, it will return with Hunter/ Prey. During Nightfall, we also released a Limited-Time Mode called Gauntlet: Nightfall. This mode features six teams of three fighting through three rounds - Vendetta, Contract, and Heist - set in a dark, NVG-enabled version of Hagental Base. This variant emphasizes visibility management, coordination, and controlled aggression in low-light combat. During Season 1, you’ve joined over 190 million Gauntlet matches. Along the way, you confirmed over 9.2 million Vendetta kills, detonated more than 13.8 million Wreckage bombs, completed over 23.3 million Decryption calibrations, and stole more than 2.25 million Heist cases. Whether you are dropping into Gauntlet for the first time or already know your way through its challenges, we cannot wait to see you keep pushing your skills even further. Battle Royale Solos Testing Over the weekend of March 6th through 9th, we ran a limited-time Battle Royale Solos test within Battlefield Labs in the live game. Our goal was simple: get Solos into players’ hands, observe how matches play at scale, and gather real feedback on pacing, class dynamics, vehicles, and overall match feel. Solos has been one of the most requested ways to play Battle Royale, and this test made it clear that many of you still see it as your preferred way to jump into a match, especially when friends are not online. We also saw strong feedback that this mode helped players learn at their own pace without the ups and downs of being teamed up with randoms. During the test, we were able to collect valuable and specific feedback across several areas. The most commonly discussed points raised by our players were Recon pressure, vehicle impact, and pacing. Recon tools, particularly drones, were frequently mentioned as being highly valuable due to their strong situational awareness. We observed a large number of players choosing the Recon class during the test, making it a clear meta choice. We will be reviewing how class balance and gadget behavior affect solo play specifically. Vehicles also generated mixed feedback from the weekend, especially combat vehicles. Some players enjoyed the added chaos they introduced, while others felt they could swing fights too heavily when there isn’t a squad available to coordinate counters. We’re continuing to evaluate the role of combat vehicles in Solos specifically, including how they influence fairness, counterplay, and overall match flow. We will share information as that work continues. We also saw how Solos naturally changed how players approach engagements and movement throughout a match. Without the additional support from squadmates, decision-making became more independent, and pacing evolved differently across each phase of the game. We’re reviewing how systems such as player count, early match flow, and circle behavior shape that experience, and how we can best support a variety of playstyles. Beyond those topics, we’re also exploring how broader systems interact in Solos mode. This includes reviewing how mission rewards and progression incentives influence player behavior and how resource availability impacts decision-making throughout different phases of the game. Battlefield Labs continues to be an important tool for us to experiment with ideas like these and gather feedback before making larger changes. We’re continuing to evaluate the areas highlighted during this test, make adjustments where needed, and use those learnings to help determine when Battle Royale Solos returns. Portal Today, we’re excited to share a brand-new update to Portal, available on April 14th with the Hunter/ Prey update. Introducing Portal Gadget for Battlefield 6 and REDSEC custom experiences. Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Until now, there hasn’t been an intuitive way for players to activate custom logic whenever they choose. There’s no true “Portal button,” and most inputs are already tied to core gameplay or limited to specific contexts. This has led creators to rely on fixed Interact Points, force players into specific locations, or use clunky workarounds like “crouch to confirm,” a solution that’s been all too common in 2042. Portal Gadget changes that. Designed specifically for Portal, the gadget can be added to a player’s inventory via script, giving creators full control over when and how it’s introduced. Players equip it just like any standard gadget, but instead of performing a traditional in-game action, it becomes a powerful trigger for custom events. With TypeScript, creators can spawn or equip the gadget, bind custom gameplay scripts to its inputs and events, and activate those behaviors seamlessly during gameplay. Behind the scenes, it connects directly to your Portal Experience Logic Script, allowing you to define exactly what happens when and where it’s used. No more workarounds. No more compromises. Portal Gadget unlocks more intentional, responsive interactions, making it easier than ever to build dynamic, immersive experiences that behave exactly how you want them to. As a quick reminder, be sure to check out the attached README and PortalGadgetExample in the SDK when the Portal Gadget is released. It covers everything you need to get started, including available events, how to grant the gadget, and other technical details. Community Highlights Battlefield Portal continues to be one of the most active spaces for new experiences across Battlefield 6, with a growing mix of community-made creations and featured events. There are more ways to jump in and play than ever before, and we wanted to highlight a few of the experiences available now. Jungle Breach Breakthrough Created by: mfnboomstick Experience Code: ZP54S Battle through a dense jungle canyon near an outdated section of the U.S. border wall, where tight lanes, layered cover, and constant close-quarters pressure turn every push into a hard-fought advance. Jungle Breach Conquest Created by: mfnboomstick Experience Code: ZKVRR Fight for control of key objectives near an overgrown and under-patrolled section of border wall, where the U.S. military and Pax Armata clash across a battlefield that mixes dense terrain with exposed contested ground. Winter Offensive - Conquest Created by: andy6170 Experience Code: ZSEKG Step into a snow-covered version of Conquest with Winter Offensive, a custom experience that brings frosted battlefields, colder conditions, and a different visual atmosphere to large-scale warfare. Fort Lyndon Conquest Created by: kurtinthegrind, andy6170, and Byarlant Experience Code: ZD7HY Take on a large-scale Conquest battle across Fort Lyndon, featuring vehicles, urban fighting, air combat, and naval engagements spread across multiple parts of the map. This experience is available to all players, including those who only have Battlefield REDSEC. BattleGolf Created by: Nodone_00 Experience Code: ZT9HB Trade the battlefield for the fairway in BattleGolf, a playful Portal experience where up to four players can grab their clubs, line up their shots, and take on the course in a completely different kind of competition. Keep the Feedback Coming Thank you for continuing to share your feedback, clips, reports and discussions with us. Whether you’ve been jumping into Nightfall, taking part in Battlefield Labs, or diving into REDSEC, your input continues to help shape how we move forward. We’re continuing to look ahead at what’s next beyond this season, including the arrival of Golmud Railway. We’ve also been testing vehicle control updates and broader vehicle improvements in Battlefield Labs, and early signs suggest they’re steering in the right direction. We’re looking forward to sharing more on both in a future update. If you have any bugs to report, please share them on our EA forums. You can also join the conversation and connect with us on the Battlefield Discord, and find additional information, guides, and seasonal stat reports on our website. See you on the Battlefield. //The Battlefield Team This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.182Views1like2CommentsBATTLEFIELD 6 GAME UPDATE 1.2.2.5
Update 1.2.2. 5, arriving on Tuesday, March 31, delivers minor bug fixes and stability improvements. It addresses visual issues, matchmaking problems when joining friends, and fixes across maps, REDSEC, and UI elements, along with general crash fixes. CHANGELOG ATTACHMENTS: Resolved an issue where the soldier's hand would sometimes block the view on some variable scopes. MATCHMAKING: Corrected an issue that prevented players from joining friends’ in-progress sessions via the Steam system interface. MAPS & MODES: Corrected an issue where the NVG effect appeared unintentionally when switching between soldiers while spectating. Resolved an issue where the C-RAM emplacement for the PAX faction was not correctly showing on Eastwood. Corrected an issue where additional soldiers would be present behind the active squad in the pre-game insertion screen on Hagental Base. REDSEC: Resolved an issue that prevented players from automatically picking up Grenades while looting in REDSEC. Resolved an issue that resulted in loot disappearing shortly after spawning. STABILITY: General improvements have been made towards crashing and stability issues. UI & HUD: Resolved an issue that caused match and performance statistics, along with your squad information, to display incorrectly on the End of Round screen. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.312Views5likes4CommentsBATTLEFIELD 6 GAME UPDATE 1.2.2.0
Battlefield 6 Season 2: Nightfall launches alongside Game Update 1.2.2.0, introducing new content across Battlefield 6 and REDSEC. On March 17, at 09:00 UTC, players will be able to download the update, with Season 2: Nightfall updates and challenges becoming available. At 12:00 UTC, all Battlefield 6 Season 2: Nightfall content goes live, including new map content, limited-time modes, weapons, vehicles, REDSEC expansion updates, and seasonal events. Nightfall brings darkness mechanics into multiplayer and REDSEC, expanding underground combat spaces and introducing new traversal and visibility gameplay features. New Map: Hagental Base Plunge beneath the surface and prepare for gripping underground close-quarters combat. Blast through walls or cave in ceilings to flank and ambush enemies lurking in the tunnels. Hagental Base leans heavily on infantry-based squad tactics. Think about ambushes in the corridors and playing to each Class’s strengths as you take control of this newly discovered base. New Limited-Time Modes Nightfall brings in a new playlist where squads can compete in a mix of Team Deathmatch, Squad Deathmatch, and Domination matches on Hagental Base. All matches will take place with Nightfall’s Darkness modifier active where it cuts most of the Hagental Base’s lights out; your survival during Nightfall depends on your ability to see through the dark, through Night Vision Goggles and using the environment to your benefit. Gauntlet: Nightfall: Set within Hagental Base, this version of Gauntlet emphasises darkness mechanics and elimination-style progression. Squads compete across intense underground rounds where flashlights and Night Vision Goggles are essential to maintaining control and advancing through the ranks. Red Bull Supermoto (REDSEC Limited-Time Event): Arriving later in Season 2, this high-speed Gauntlet-style experience focuses on dirt bike racing. Eight players enter, competing across three knockout rounds. By the final stage, only four remain to battle for Red Bull in-game rewards in a fast-paced elimination showdown. Secret Complex Unearthed at Fort Lyndon Fort Lyndon expands with the addition of Defense Testing Complex 3, a newly accessible underground sector beneath the main battleground. This secret chemical testing facility introduces a network of tunnels that serve both as traversal routes and high-stakes close-quarters combat zones. The new sector features higher rarity loot opportunities, encouraging squads to push deeper underground and leverage improved equipment to dominate the darkness. New Vehicles M1030-M1 and TM/O 450 Dirt Bikes: Two-seat light transport vehicles built for speed and manoeuvrability. Available in faction-specific variants for NATO and Pax forces, these bikes enable rapid repositioning, flanking manoeuvres, and swift escapes across both Battlefield 6 and REDSEC environments. New Weapons CZ3A1: A high rate-of-fire SMG designed for aggressive close-quarters engagements. Ideal for fast pushes and confined firefights. vz. 61: A fully automatic sidearm with a rapid fire rate, best suited for extremely short-range combat scenarios where quick reaction speed is critical. Battlefield 6 Free Trial From March 17-24, Battlefield 6 will be free* for all players. Wage war across the rocky terrain of Contaminated or descend into the underground corridors of Hagental Base. Choose from four maps and six available modes, including large-scale Conquest battles and Nightfall-enabled experiences in Domination and Team Deathmatch. Download Battlefield REDSEC, squad up, and create your Only in Battlefield moment. Major Updates for 1.2.2.0 Vehicle Gameplay Improvements: Added light transport vehicle “deturtling”, improved helicopter landing stability, refined vehicle camera behaviour, increased tank braking power, and boosted UH-79 survivability across multiplayer. Portable Mortar and Gadget Updates: Expanded Portable Mortar deployment rules to HQ areas, improved minimap visibility and direct-hit effectiveness, and introduced updated Anti-Tank Mine limits and despawn rules for better battlefield balance. AI Behaviour and Vehicle Usage Enhancements: Expanded AI vehicle usage to bikes and scout helicopters, improved pathfinding on Contaminated and Eastwood, refined combat priorities, and improved helicopter flare usage and anti-air handling. Maps and Mode Fixes: Addressed multiple exploits, spawn logic issues, traversal bugs, and invalid-state problems across Mirak Valley, Siege of Cairo, Eastwood, and Contaminated. Progression and Battle Pass Reliability: Delivered a broad progression consistency pass, correcting Battle Pass tiers, token calculations, End of Round rewards, accolade tracking, challenge criteria discrepancies, and stat inconsistencies. UI, HUD and Front-End Improvements: Improved threat prioritisation, ping feedback, downed-state clarity, profile navigation, loadout presentation, and resolved numerous visual inconsistencies across Battle Pass, challenges, and menus. Audio and Squad Expansion: Introduced the Strix Raiders squad with four unique voice performances, improved footstep clarity and spatialisation, refined vehicle and jet mix balance, and added new Stereo Width customisation options. CHANGELOG PLAYER: Allowed players to change stance earlier during Drag & Revive and improved animation responsiveness. Corrected an issue where some onboarding tutorials did not trigger even after meeting criteria. Corrected an issue where the “Debris Kill” accolade failed to trigger under correct conditions. Improved alignment for first-frame melee animations for smoother transitions. Improved first-person arm alignment when crawling and throwing two-handed gadgets. Improved first-person vault animations onto mid-sized obstacles and refined blending into locomotion. Improved melee responsiveness so hands no longer lag during first-person animations. Improved squad management flow so creating a squad during End of Round no longer returns the entire party to the front end. Improved tutorial flow so the sprint crouch tutorial now triggers correctly after meeting its criteria. Players operating a deployed mortar can now be roadkilled by air vehicles. Prevented Razer haptics from persisting after interrupted weapons swaps when reloading. Resolved an issue where attempting to melee while pressing zoom simultaneously could prevent the attack from triggering. Resolved an issue where entering a ladder positioned above the soldier could launch the player sideways. Resolved an issue where scope glint would sometimes not display at long range when aimed at by an enemy sniper. Resolved an issue where sprint vaulting over deployable cover placed near a vehicle could launch the soldier unexpectedly. Resolved an issue where the Assault's “Rally Squad” ability would not apply its effects. Resolved an issue where the camera could remain suspended mid-air if revived immediately after a vehicle explosion. Resolved an issue where the crosshair would not appear while sprinting and firing an SMG equipped with a hand stop attachment. Resolved an issue where the first-person pose could become static when performing a Combat Dive while holding a grenade. Resolved an issue where the parachute could fail to appear when deployed after exiting a jet. Resolved an issue where the player could receive fire damage from greater distances than visually indicated. Resolved an issue where the soldier could get stuck flying without control when attempting to enter a ladder from Combat Dive. Resolved an issue where the soldier could slide unintentionally if revived during the death animation. Resolved an issue where typed chat text could intermittently fail to appear in the input field. Resolved an issue where vaulting through bus windows could cause the soldier to be launched. Resolved body clipping issues in first-person during parachute landings and while ziplining. Uniform Aiming now ignores minor FOV shifts caused by weapon firing and instead calculates sensitivity purely based on zoom level magnification for improved consistency. Updated walking weapon movement while zoomed to add physicality based on weapon archetype. Movement now scales without causing reticle deviation from the camera centre and is clearly tied to attachments affecting moving dispersion. Networking & Hit Registration Improvements Applied networking optimisations to improve bullet data transmission efficiency. Improved Time Nudge reliability to reduce instances of dying behind cover and inconsistent hit registration, particularly under unstable system or network conditions. Increased the number of damage events processed per network update to improve hit registration consistency. Increased the Time Nudge interpolation window for more accurate and stable movement prediction. Resolved an issue where lethal damage screen effects could appear delayed, improving kill feedback timing. Updated the Netgraph to display valid server bullet rejection as red squares instead of crosses for clearer diagnostics. VEHICLES: Added vehicle “deturtling” functionality for light transport vehicles. Using steering controls now apply rotational force to the vehicle, allowing it to flip over and continue driving. Added the M1030-M1 and TM/O 450 Dirt Bikes. Corrected missing decals for the MH350 Scout Helicopter (PAX). Decreased speed of the IFV, MBT & Attack Heli Aim Guided Missiles. Improved decal zoom behaviour in vehicle customisation across multiple vehicle types. Improved helicopter landing stability to prevent the vehicle from sliding across surfaces. Improved physics for decorative parts of vehicle skins and how they react when taking damage. Improved transport vehicle camera behaviour when driving through objects. Improved vehicle camera collision to prevent environment clipping. Increased braking power for tanks. Increased health of the UH-79 by 20% across all multiplayer modes (excluding Battle Royale). Prevented entry into a capsized RHIB. Resolved an issue where scout helicopter tracers could be seen behind the muzzle. Resolved unintended player ejection from overturned vehicles. Restored driver zoom functionality for Transport Vehicles. Restricted scout helicopter passengers from using Engineer rocket launchers. GADGETS: Anti-Tank Mines now despawn 180 seconds after their owner is eliminated. Corrected an issue where the Gas Mask could appear available on maps without Psy Gas. Corrected an issue where the SLM-93A “New” marker would not clear after viewing the gadget. Corrected placeholder previews for select gadget skins. Improved AN/M14 Incendiary Grenade fire behaviour when obscured by geometry. Improved Portable Mortar minimap zoom for better bombardment awareness. Improved T-UGS spotting persistence after owner respawn. Increased friendly drone icon visibility from 50m to 150m. Increased Portable Mortar HE shell effectiveness against stationary weapons (Mortars, emplacements, etc) and vehicles on direct hit, as well as infantry under heavy fire. Limited Anti-Tank Mines to 6 active per player. Portable Mortar can now be deployed within HQ areas. Prevented Mortar deployment outside combat areas. Prevented players from earning points by destroying their own supply box using the defib gadget. Resolved an issue where proximity gadget minimap pulses could be visible to players who joined a match late. Resolved an issue where the “Needs ammo” icon could incorrectly display on the local player while playing Support. Resolved an issue where the AN/M14 Incendiary Grenade could apply fire damage outside its intended visual range when obscured by geometry. Resolved an issue where the M4A1 SLAM would not highlight correctly when targeted by the Recon Drone or Hardware Suppression System. Restored missing Gadget Skins that were not correctly granted under certain circumstances. Restored the 9K38 IGLA scope icon in the Loadout screen. Restored the MBT-LAW default skin in the Customise screen. WEAPONS: Added the CZ3A1 SMG. Added the Hybrid Sight attachment for the CZ3A1 and adjusted the sight positioning on the M121 A2. Added the vz. 6.1 automatic sidearm. Added 50 mW Violet laser weapon attachment. Added Taclight - Hip rifle weapon attachment. Added Taclight - Aimed rifle weapon attachment. Added Taclight - Aimed pistol weapon attachment. Adjusted DB-12 recoil values to align with intended performance. Adjusted grip positioning on the KORD 6P67 to prevent clipping. Corrected misaligned attachment indicators and icons on multiple weapons. Improved bipod behaviour in third person for the M250. Improved consistency for the bipod recoil animation. Improved reload rattle sound effects for the B36A4. Improved third-person M121 A2 reload presentation and hand placement. Resolved an issue where attachments on picked-up weapons could appear misaligned. Resolved an issue where attempting to aim down sights after reloading the VCR-2 could temporarily misalign the weapon pose. Resolved an issue where bipod recoil behaviour could incorrectly carry over previous firing state settings. Resolved an issue where dispersion was too high when re-entering ADS shortly after previously leaving ADS. Resolved an issue where the M250 bipod behaved incorrectly in third-person view. Resolved an issue where weapons displayed in menus, pickups, and dropped states could show incorrect attachment placement due to presentation inconsistencies. Resolved incorrect weapon presentations across menus, pickups, and dropped states. Resolved multiple third-person reload clipping issues for the M121 A2, including improved hand placement during reload animations. MAPS & MODES: Improved Firing Range dummy reset behaviour. Improved Firing Range target dummy hitbox accuracy. Resolved an issue where the Mobile Sync Tournament leaderboard did not update correctly. Restored Breakthrough Initiation visibility in Training Grounds. In Team Death Match, corrected an announcer callout that incorrectly reported an enemy tank in the area when no tank was present. Resolved an issue in Breakthrough on Mirak Valley where players were unable to spawn on Point A in Sector 2 while the enemy team was capturing Point B. Resolved an issue in Breakthrough on Siege of Cairo where Defenders were unable to deploy on Point B while Point A was contested or captured in Sector 3. Resolved an issue in King of the Hill on Eastwood where a large hole at the NATO spawn location could cause players to fall into an invalid state. Contaminated Improved AI vehicle usage at the NATO HQ so AI soldiers can now correctly operate vehicles in this location. Resolved an exploit in Escalation that allowed players to clip under the map and shoot through terrain while remaining hidden and unkillable. Resolved an issue where destroying the bridge could instantly eliminate the player. PROGRESSION: Added 5x 15 Career XP Boosts and 4x Battle Pass XP Boosts as Career Rank rewards, these are now split between Rank 3 and 23 (Dev Comment: These were live in the previous patch but the note has been carried forward for documenting purpose) Camo unlocks are moved from mastery ranks 20/30/40 to 5/15/30 respectively. Corrected challenge reroll functionality when accessed via inbox deeplink. Corrected discrepancies between in-game and documented criteria for multiple Weekly and Daily challenges. Corrected discrepancies between in-game and documented values for “Matches Played” (Career Total Stats) and the “Gunner Kills” accolade in player statistics. Corrected incorrect Battle Pass and Bonus Path point calculations at End of Round. Corrected incorrect XP rewards granted at End of Round for specific Daily Missions. Corrected multiple accolade tracking inconsistencies for: “Top Brass (Highest Scorer Kill)”, “Blindside”, and “Death Mark”. Corrected progression tracking for repeated weapon pickups in Collector Trophy. Corrected rocket launcher damage tracking for related challenges. Further reduction of XP requirements for sidearm ranks by an average of 60%. New XP Curve, with a reduced XP requirement, about twice as fast in the early ranks and 15% faster in total.454Views2likes8CommentsBATTLEFIELD 6 GAME UPDATE 1.2.1.5
Game update 1.2.1.5 focuses on quality-of-life improvements, stability fixes, and resolving several issues across gameplay, UI, Battle Pass, and Battle Royale. This update also restores missing Store content and addresses critical revive and gadget interactions. Update 1.2.1.5 will arrive on Tuesday, March 3rd. Major Updates for 1.2.1.5 Implemented additional stability improvements to reduce client crashes. Improved frontend tile loading times for a smoother menu experience. Restored missing Store items to player inventory from the Bountiful Harvest, Pax Vanguard, and Devil Dogs bundles. CHANGELOG PLAYER Addressed a crash that could occur during camera behaviour transitions. Implemented further stability improvements to reduce client crashes. Resolved an issue where initiating a revive while equipping a mask could cause the mask to remain in hand and block weapon usage. Restored previously owned items that had disappeared from player inventories, including content from the Bountiful Harvest, Pax Vanguard, and Devil Dogs bundles. WEAPONS Improved the visual fidelity of the Objective Ace skin when viewed at longer distances. MAPS & MODES Updated spawn logic with an additional out-of-combat area check to prevent unintended spawn locations. UI & HUD Corrected an issue where the Tier Skip deeplink in the Bulletin directed players to an empty Store screen. Improved frontend tile loading times to reduce delays when navigating menus. Resolved an issue where Battle Pass rewards on the active path could display placeholder text or missing icons. PORTAL Addressed a crash related to area validation checks. REDSEC PLAYER Resolved an issue in Battle Royale where the Tracking Pulse Recon trait could activate when destroying any deployable gadget. UI & HUD Addressed an issue in Battle Royale Duos where pings were not displayed in the elimination feed. AUDIO Resolved an issue in Gauntlet where Gas Mask voice-over lines would play while inside armoured vehicles. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.144Views2likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.2.1.0
BATTLEFIELD 6 GAME UPDATE 1.2.1.0 Season 2 begins February 17th with Game Update 1.2.1.0, introducing a new map, limited-time modes, the Little Bird helicopter, weapons, gadgets, and progression to Battlefield 6. At 09:00 UTC, players will be able to download the update, with Season 2 challenges becoming available. At 12:00 UTC, all Season 2 content goes live, including new game modes, map, weapons, tiles, the Battle Pass, and additional progression content. New Map: Contaminated A large-scale European mountainside battlefield set around a strategic German airbase. Supports all combat sizes Includes land vehicles and helicopters Available across Conquest, Breakthrough, Escalation, Squad Death Match, and Strikepoint New Limited-Time Modes Season 2 introduces a set of limited-time experiences built around VL-7, a new psychoactive smoke weapon spreading across multiple battlefields. As contaminated zones emerge, squads must adapt their tactics, manage masks and filters, and fight for control in increasingly hostile environments across multiplayer, Battle Royale, and Gauntlet. VL-7 Strike: A limited-time mode where the psychoactive smoke VL-7 spreads across select areas in multiplayer and REDSEC. Players must use masks and manage their filters carefully, as running out will leave them exposed to VL-7’s disorienting effects. Battle Royale - Synthesis: Smoke engulfs Fort Lyndon, transforming the battleground. Fight and loot within contaminated zones while securing masks and filters to survive the smoke’s effects. Gauntlet: Altered State: Gauntlet returns with a new twist. Squads compete in a knockout-style elimination format while navigating psychoactive smoke and racing to complete missions under pressure. New Vehicle AH-6 Little Bird: The iconic attack helicopter returns for NATO forces, offering high mobility and lethal firepower in skilled hands. New Weapons M121 A2: A belt-fed machine gun delivering high damage, especially effective at close range. GRT-CPS: A semi-automatic designated marksman rifle designed for mid- to long-range engagements, featuring a high-capacity magazine for sustained fire. VCR-2: A short-range assault rifle with a rapid rate of fire, built for intense close-quarters combat. New Gadgets 9K38 IGLA: A lock-on, anti-air missile launcher that requires active guidance from engineers to stay on target. Provides superior missile maneuverability to adept users. HTI-Mk2: A short- to medium-range Recon device that can detect and reveal enemy gadgets, overload recon drones, and neutralise incoming rockets. Protective Mask: Essential equipment for contaminated zones, protecting players from psychoactive smoke. Additional filters can be acquired and equipped to extend protection time. Battle Pass & Progression Season 2 Battle Pass: Instantly unlock 6 rewards and progress through 4 themed paths featuring new hardware, weapon packages, soldier skins, XP boosts, and more. Complete all paths to unlock the Ultimate Path. BF Pro: In addition to the regular Battle Pass, BF Pro includes 6 instant unlocks, 25 tier skips, BF Radio, Portal Server Hosting, and access to an exclusive bonus path with additional tactical rewards. Game Update 1.2.1.0 delivers over 240 gameplay improvements and quality-of-life fixes across nearly every part of Battlefield 6. These changes are shaped by community feedback and real match data, with a focus on improving weapon handling, movement, vehicles, gadgets, UI, audio, and overall gameplay reliability. This update continues our ongoing commitment to improve consistency and reliability across the core Battlefield experience. Major Updates for 1.2.1.0 Weapon Balance and Recoil Improvements: Delivered a broad recoil tuning pass across automatic weapons, alongside targeted balance fixes to improve consistency, role clarity, and long-term weapon handling. Movement and Traversal Fixes: Improved soldier movement predictability with refined acceleration, slide and jump behaviour, smoother vaulting logic, and improved ladder animations in both first- and third-person. Vehicle and Gadget Reliability: Resolved multiple issues affecting vehicles and gadgets, including anti-vehicle interactions, drone behaviour, deployables, and vehicle damage feedback. Maps and Mode Fixes: Addressed numerous map exploits, traversal issues, capture logic problems, and world reset bugs across Conquest, Breakthrough, Strikepoint, Gauntlet, and other modes. UI, HUD and Progression Polish: Introducing a new stat screen in the Player Profile, as well as Improved clarity and reliability across the HUD, Battle Pass, challenges, End of Round flow, matchmaking, and party systems. Portal Stability and Tooling Updates: Fixed a wide range of issues affecting Portal creation tools, scripting, mutators, assets, exploits, and server stability. Audio, Visual and Stability Improvements: Improved audio reliability, visual consistency, cosmetic presentation, and overall game stability across platforms. AREAS OF IMPROVEMENT As part of Update 1.2.1.0, we've made improvements to both how recoil behaves at a system level and how recoil is used to balance automatic weapons. Since launch, recoil compensation could feel inconsistent in certain situations. In some cases, the amount of aim input required to counter recoil did not reliably match the recoil being applied, which could make weapons feel harder to control than expected. While improvements were made during Season 1 to reduce the most extreme cases, some inconsistency could still be noticeable during regular gameplay. With this update, recoil compensation has been made fully consistent, ensuring that the aim input required to counter recoil now correctly matches the recoil applied. This results in more predictable and reliable weapon handling. Separately from this systemic fix, we've also made a broad recoil tuning pass across automatic weapons. Recoil is one of the main ways we balance weapons across different engagement distances: higher-damage weapons are intentionally harder to control, while lighter weapons trade raw power for ease of use and consistency. Over time, we saw this balance starting to drift once we looked at how these weapons were actually being used in live matches across common combat ranges. This tuning pass brings recoil behaviour back in line with each weapon's intended role. You should expect automatic weapons to feel more consistent and better differentiated across ranges, with higher-impact weapons demanding more control and positioning, while others remain reliable and forgiving in closer engagements. CHANGELOG PLAYER: Adjusted the acceleration curve of slide and jumps to better account for the player's speed when entering a slide or a jump. All squad members now display animated health icons when downed, clearly indicating who is able to revive you. Fixed a matchmaking error that could occur when a player left the party while the party leader was already in a match. Fixed a movement extrapolation issue that could cause other soldiers to appear jittery when traversing uneven terrain or changing states. Fixed a rare issue where melee could become unusable if switched to immediately after being revived. Fixed an issue where a player’s legs could clip through thin walls or objects when backpedalling into them. Fixed an issue where a soldier could become invisible and continue moving after dying in a swimming pool. Fixed an issue where a victim’s facing direction could be briefly incorrect when starting a melee takedown on a prone target. Fixed an issue where accepting a squad invite on Xbox could unintentionally select a highlighted tile in the main menu. Fixed an issue where Battle Pickups would sometimes be dropped after being revived. Fixed an issue where deployable Gadgets could be used while on a zipline. Fixed an issue where equipping a camo skin on one vehicle could cause vehicle thumbnails or icons to incorrectly appear camouflaged across all vehicles. Fixed an issue where melee animations could break when initiated immediately after exiting a vehicle in first-person. Fixed an issue where revived players could occasionally receive an unintended weapon state. Fixed an issue where soldiers could be launched unexpectedly when entering a ladder positioned above the camera. Fixed an issue where stickers were not applied correctly on the War Wolf Legendary weapon package for the L85A3. Fixed an issue where the left hand could be seen floating while doing a takedown with the knife equipped. Fixed an issue where the selected player patch could appear duplicated and incorrectly placed on the backpack when using the Veritas Epic skin. Fixed an issue where the Spiteful Mirage skin was missing hair during the End of Round flow. Fixed an issue where the Thunder Engineer skin did not focus the camera on the correct uniform patch location. Fixed an issue where the uniform patch appeared twice on the Peregrine Sniper Epic skin. Fixed an issue where the Wraith Recon skin could become partially transparent in first-person view when starting a match in King of the Hill. Fixed an issue where unlocking characters via the Battle Pass deeplink would not correctly unlock the character. Fixed an issue where unlocking the Brodie character via the Battle Pass deeplink would not correctly unlock the character. Fixed an issue where vaulting onto a vehicle could sometimes destroy it and launch the player unexpectedly. Fixed an issue where weapon pose could fail to update correctly when firing while sprint-jumping. Fixed an issue where weapon switching after being revived could leave players without a usable weapon. The game now prioritises equipping a weapon with available ammunition. Fixed case scenarios where it would sometimes be possible to grab ledges much higher than intended with vault grab Fixed duplicate naming for some of the weapon charms. Fixed excessive mud weathering on the Two-Faced Epic skin’s character model. Improved first-person ladder animations for entering, climbing, and exiting. Improved foot placement when climbing ladders. Improved predictability and consistency of player movement with new acceleration curves instead of linear accelerations. Those updated accelerations retain responsive movement while allowing micro-adjustments of movement (i.e. to peek corners) and ensure that other players' movement looks more correct to improve the quality and predictability of gunfights. Improved the transition of the soldier’s lower body in first-person view when stopping movement. Improved third-person ladder animations, including hand and foot placement on ladders. Improved vault detection near overhangs while airborne. Made animation and logic improvements to vaulting over medium-sized obstacles, refining momentum and smoothing transitions into movement. Prevented players from vaulting back onto the same ladder when jumping down backwards from it. Reduced the intensity of hit reactions while on fire to improve visual clarity during combat. Reduced the maximum slide impulse length by 25% to improve balance and readability during fast movement. Updated the Winter Warning cosmetic to better align with Battlefield’s visual identity. VEHICLES: Disabled angle-based damage mitigation on the Traverser Mark II to better reflect its lighter armour profile. It now takes consistent damage from all directions. Fixed an issue where attack helicopter rocket trails could disappear when firing at long distances. Fixed an issue where helicopter rotary cannon tracers could sometimes originate behind the muzzle. Fixed an issue where jet throttle input could remain active after ejecting from the aircraft. Fixed an issue where tank turret aiming speeds differed between first-person and third-person zoom views. Fixed unreliable bullet collision on Anti-Air vehicle radar dishes. Reduced muzzle flash intensity on Anti-Air Tanks and stationary Anti-Air weapons when zoomed in. You can no longer move vehicles forward or backward while the Big Map is open, preventing input conflicts with map zoom controls on controllers. GADGETS: Fixed an issue where Anti-Tank Mines could fail to deploy correctly in first-person view. Fixed an issue where attached M4A1 SLAM AV Mine explosives on the XFGM-6D Recon Drone did not correctly affect battery life or top speed. Attached explosives now behave consistently and detonate when the XFGM-6D Recon Drone is destroyed. Fixed an issue where the RPG-7 and the MBT-LAW launchers would be inaccurate if fired right after the zoom transition is completed. Fixed an issue where the Smoke Grenade was missing from the Support class Loadout #2. Fixed an issue where the XFGM-6D Recon Drone could be destroyed when its operating soldier was downed. Fixed an issue where the CSB IV EOD Bot could instantly regain an ammo charge when destroyed. Fixed an issue where the LTLM II Portable Laser Designator could prioritise already-painted targets instead of the vehicle being aimed at. Fixed an issue where the Repair Tool torch flame video effect was misaligned in third-person view using non-default FOV values. Fixed an issue where the Repair Tool would not repair vehicles when targeting glass components. Fixed an issue where the RPG-7 could fire unintentionally when switching weapons after releasing the trigger. Fixed a bug that prevent the player from returning properly to the previous weapon after throwing a supply pouch and would keep throwing more supply pouches Improved consistency when destroying Anti-Tank Mines and M4 SLAM AV Mines with explosives. Clearing out minefields should be easier and more consistent using a tank. Improved consistency of Defibrillator revives detection on stairs and uneven terrain. WEAPONS: Adjusted in-world spotting range when firing a weapon without a suppressor or flash hider, reducing it from 75 to 54 metres. Adjusted minimap spotting range when firing suppressed weapons, increasing it from 15 to 21 metres to better align with intended balance. Fixed consistency with recoil compensation, making sure that the amount of aim input needed to compensate for recoil matches the amount of recoil. Fixed a visual issue with the standard fire mode on the SL9 being incorrectly set to safe; it is now set to full auto by default. Fixed an issue where locked weapon skins could be used in the Firing Range. Fixed an issue where shooting the first target dummy could generate particle effects at the player’s position. Fixed an issue where the 5 mW Green Laser was too expensive to equip on the DRS-IAR. Fixed an issue where the Flashlight could appear slightly misaligned when equipped on the MP5. Fixed an issue where the LA-23 Laser pad could appear floating when equipped on the RPKM. Fixed an issue where Scope glints and laser sight lens flares would be visible through the cover of smoke grenades. Fixed inconsistent knife melee timing to improve reliability during close-quarters combat. Fixed multiple weapon attachment visual issues, including lasers, flashlights, and optic alignment. Fixed the LMR27s Fast 15- and 20-round magazines not reducing reload time as intended. Fixed the SGX RO-M 1.75x sight to function consistently with other weapons. Fixed visual issues with bolt-action rifle animations, including intrusive ADS motion and incorrect finger placement. Improved scope glint orientation at long distances so enemy aim direction is more accurately telegraphed. Knife takedowns against enemies who are prone on their back now correctly connect with the defender. Reduced the Mini Scout muzzle velocity from 880 to 800 m/s. Reduced the Mini Scout limb damage to better align with lower-torso damage values. Updated the M433 Level 50 Mastery Package to use the correct magazine mesh. Updated the Range Finder custom zeroing to not apply its effect instantly; it now requires a short delay before taking effect. Updated player-facing descriptions for non-sniper grippod attachments to better reflect their gameplay effects. Updated player-facing name of the TR-7's fluted barrel to match the formatting of its other barrels. Weapon Recoil Tuning: Adjusted recoil behaviour across automatic weapons to better reflect real combat ranges and ease-of-use expectations, improving ranged consistency while preserving intended weapon roles. AK-205: Adjusted recoil behaviour to better match expectations for a 5.45×39mm weapon, with minimal impact on overall handling. B36A4, L85A3, M433, SOR-555 MK2: Reduced recoil randomness, improving consistency and effectiveness at longer ranges. DB-12: Increased rate of fire and faster pump action to improve reliability in close-quarters combat. L110: Reduced recoil to reinforce the handling differences between belt-fed Machine Guns and Assault Rifles. LMR27: Increased damage at close to mid ranges to better reward accurate headshots. M123K: Reduced recoil to improve sustained-fire control and reinforce its role as a belt-fed Machine Gun. M277: Reduced recoil, improving effectiveness at range. M417 A2, QBZ-192: Reduced recoil randomness to ensure they remain competitive relative to updated Assault Rifles. PW5A3, SGX: Increased recoil, making them slightly harder to control and less precise at longer distances. PW7A2, USG-90: Adjusted recoil behaviour to improve effectiveness at range while slightly increasing handling difficulty up close. SCW-10: Increased recoil to reduce effectiveness at range and reinforce its close-quarters role. SG 553R: Increased recoil to limit effectiveness at range and better align with its strong close-range performance. SOR-300SC: Adjusted recoil to ensure it remains competitive alongside updated Assault Rifles. MAPS & MODES: Added Rush as a new mode to Mirak Valley. Fixed an issue in Escalation on Operation Firestorm where vehicles would not spawn at HQ as intended. Fixed an issue in Squad Deathmatch where locked squads could cause the scoreboard to appear partially empty. Fixed an issue in Sabotage where attackers could reach elevated positions and spawn-camp the defending team on Blackwell Fields. Fixed an issue in Sabotage where attackers could spawn within direct line of sight of defenders when deploying at HQ on Blackwell Fields. Fixed an issue on Siege of Cairo where players could reach the top of buildings in Sector D3 using the Deployable Cover gadget. Fixed missing water and visual issues in several swimming pools across Eastwood. Manhattan Bridge Fixed an issue where destroying a garage by D objective could trigger a whiteout effect across the map. Fixed an issue where destroying an office building by F objective could incorrectly trigger a blackout and cause other players to see random colors and bright lights across the map. Fixed an issue where destroying parts of a plaster ridge at C objective could expose occlusion problems, causing large sections of the map to disappear when viewed from certain positions. Fixed an issue where players could stand on top of the bridge, creating unintended gameplay advantages. Fixed an issue where points of interest on the minimap were incorrectly labelled as “Dumbo” instead of Manhattan Bridge. Empire State Fixed an issue where players could capture Point B (Sector 2) on Breakthrough from an unintended upper floor. Fixed an issue where players could place the Assault Ladder on invisible collision near the NATO HQ. Fixed an issue where players could reach unintended areas above the D flag after being launched into the air. Strikepoint Fixed an issue on Liberation Peak, Operation Firestorm, and Iberian Offensive where multiple world and vehicle assets would not restore correctly after the halftime world reset. Fixed an issue where matches could end prematurely when teams were tied at 5:5. Fixed an issue where players joining a match late could spawn under the map. Fixed a rare issue where a wiped team could be incorrectly awarded a point. Added the Scout Helicopter to the following maps and modes: Conquest Manhattan Bridge Operation Firestorm New Sobek City Mirak Valley Escalation Manhattan Bridge Eastwood Operation Firestorm New Sobek City Mirak Valley PROGRESSION: Battle Pass Tokens are now earned more quickly through Career XP and Weekly Challenges, allowing for faster progression through regular gameplay. Fixed an issue where rerolling challenges could become unavailable when switching between the Battle Pass and Daily Challenges. Fixed an issue where the assignment tracker did not correctly track missions from the Unit page. Fixed incorrect tracking for multiple weekly and assignment-based challenges. Fixed multiple issues with challenge criteria displaying or progressing incorrectly across REDSEC Gauntlet and Weekly Challenges. Fixed incorrect progress display for Week 2 challenges. Fixed an issue where exploration assignments could complete with fewer actions than intended. UI & HUD: Engineer icon changed to improve readability and make role more clear based on community feedback. Fixed a localisation issue where the Loadout Zeroing and Attachment prompts could overlap in several languages. Fixed an incorrect icon for the M3A3 Bradley. Fixed an issue causing Field XP UI animations to trigger too frequently. Fixed an issue causing low minimap shadow quality and rendering artefacts on some multiplayer maps. Fixed an issue on PC where the Big Map displayed keyboard and mouse icons even when using a controller. Fixed an issue where Battle Pass points earned from weekly missions were not reflected correctly on the End of Round screen. Fixed an issue where Battle Pass progression tokens were not updating correctly on the End of Round screen after completing Bonus Paths. Fixed an issue where closing the pause menu from the Deploy Screen using a controller could immediately reopen it. Fixed an issue where completed assignments could appear incorrectly sorted as completed on the End of Round screen. Fixed an issue where equipping or previewing gadgets and melee weapons could cause them to appear under the vehicle section in the Loadouts screen. Fixed an issue where locked Battle Pass rewards could appear stuck in the Loadout screen after navigating back from the Battle Pass. Fixed an issue where mortar hit indicators and damage numbers were not displayed correctly. Fixed an issue where the Big Map and scoreboard button prompts were missing in Gauntlet End of Round screens. Fixed an issue where the crosshair could briefly display incorrect spacing when switching weapons. Fixed an issue where the gunner seat aiming indicators on attack helicopters remained static while the helicopter was moving, leading to incorrect aiming feedback. Fixed an issue where the “Go to Store” button prompt was not functional for vehicle customization on PlayStation 5. Fixed an issue where item previews could persist after exiting Store bundles. Fixed an issue where item rotation and zoom could shift to other items when rapidly switching during inspection. Fixed an issue where the Free-to-Play tutorial for custom loadout access did not trigger correctly under certain conditions. Fixed an issue where the map could flip back and forth when rolling an aircraft. Fixed an issue where the resupply message was not visible even when resource indicators were enabled in settings. Fixed an issue where the revive in-world icon for squadmates could disappear too early. The icon now remains visible until the player is fully dead and no longer revivable. Fixed an issue where the “Show Game Mode Events” option did not function correctly when disabled. Fixed an issue where the “Stay with Squad” option was missing from the End of Round screen. Fixed an issue where the “Steady Aim” prompt unintentionally appeared on Designated Marksman Rifles; it is now shown only on bolt-action rifles. Fixed an issue where the tank damage screen effect would not properly cancel when exiting the vehicle. Fixed an issue where the “Tracked” section could display an incorrect number of tracked missions. Fixed an issue where UI elements could overlap or misalign during fast menu navigation. Fixed an issue where weapon package deeplinks did not navigate to the correct challenge tile. Fixed duplicate ladder indicators appearing on the jet HUD. Fixed enemy lock-on in-world icons displaying incorrect state colours when targeting vehicles. Fixed missing deeplinks for Dog Tags unlocked via challenges or through the Store. Fixed missing or incorrect icon art for several assignment and unit challenge rewards. Fixed inconsistencies between Battle Pass progression shown on the End of Round screen and the Battle Pass menu. Fixed incorrect unit descriptions for select NATO and Pax Armata forces. Fixed missing high-definition feedback when the Phalanx HQ Defence destroyed incoming projectiles in Conquest. Fixed missing or incorrect game mode tiles appearing on launch or after finishing a match. Fixed multiple issues causing in-world icons to flicker, including look-at, occlusion, and delayed occlusion updates. Fixed new reward markers not resetting correctly when switching between Season and Bonus Paths. Fixed player pickup request icons not displaying correctly. Improved readability of missile intercepted indicators. Improved the revive in-world progress bar to more closely match the downed player’s screen, reducing the gap where a revive was no longer possible but still appeared active. Reduced delay of UI hit indicators showing up when a hit has been confirmed. Reorganised killer information on the kill card to improve readability. Season 2 introduces a new stat screen in the Player Profile, featuring Career Total, Career Best, and Accolade stats. Each of these three screens showcases a variety of detailed statistics. The Career Total stats header includes both overall totals and breakdowns by game mode, while Career Best stats are tracked for both "In a Match" and "In a Life" categories. SETTINGS: Added an accessibility option for flash and stun grenades that replaces the white flash effect with a black screen effect, reducing sudden brightness while preserving gameplay impact. This option can be enabled in the Accessibility settings. PORTAL: Fixed a memory leak that could occur when specific scripting events were triggered repeatedly. Fixed an exploit that allowed players to farm excessive XP by repeatedly destroying AI-spawned vehicles. Fixed an issue where Battle Pickups spawned via Loot Spawners were missing minimap and big map icons. Fixed an issue where certain rules events triggered at incorrect times, including capture point enter/exit events. Fixed an issue where experiences in the “In Review” state could not be edited or deleted. Fixed an issue where modifying reinforcement multipliers could cause incorrect ticket counts to be displayed during sector progression. Fixed an issue where players could be reassigned incorrectly or prevented from deploying when squads reached maximum size. Fixed an issue where players could create AFK farming experiences that bypassed intended progression limits. Fixed an issue where players could not report a server while in the redeploy screen. Fixed an issue where Portal Sandbox displayed an incorrect map size in map rotation. Fixed an issue where removing all maps from a map rotation could cause the editor panel to disappear. Fixed an issue where spawning ammo via Loot Spawners had no effect. Fixed an issue where the Export button displayed a placeholder icon. Fixed an issue where users could bypass editor limits by importing modified workspaces. Fixed asset conflicts and errors that could appear when uploading or editing certain maps. Fixed incorrect Front End indicators related to limited-time events. Fixed incorrect map availability and categorisation for Custom Portal modes. Fixed incorrect or lingering UI elements related to respawning, squad reassignment, and mission flow. Fixed incorrect or missing tooltips, placeholder text, and untranslated labels in the Web Editor. Fixed issues that could lead to very long loading times for some Portal experiences. Fixed issues where certain assets could cause players to be returned to the Front End when hosting experiences. Fixed issues where certain gadgets, weapons, vehicles, and Battle Pickups were missing from restriction settings or did not respect configured restrictions. Fixed issues where strike package markers, beacon indicators, and objective icons could behave incorrectly across sessions. Fixed issues where values entered for certain seasonal and environmental mutators were not saved correctly. Fixed issues with Rules Editor lists being scrambled or inaccurate when selecting weapons, gadgets, or ammo. Fixed issues with scripting functions and nodes, including incorrect vector calculations, squad lookup limits, and long-running player events stopping unexpectedly. Fixed missing maps, assets, and set dressing in the Portal SDK, including Season 2 content and winter environment assets. Fixed missing or incorrect indicators for heat warnings, second chance states, and beacon pulses. Fixed multiple issues in the Portal Web Editor where weapons, gadgets, vehicles, and maps were missing, incorrectly categorised, or displayed with placeholder names, images, or meshes. Fixed multiple mutators that had no functionality or incorrect default values, including reinforcement, health regeneration, zoom snap, passenger seat, and verification-related settings. Fixed multiple placeholder or low-resolution vehicle and object meshes appearing when placed in Portal experiences. Fixed rare server hangs affecting Linux-based Portal servers. Fixed server log spam related to loot physics and proximity systems. Updated and replaced several Battle Royale and Portal-related challenges that were no longer functioning as intended. AUDIO: Fixed an issue where pinging a Vehicle Supply Crate did not trigger the correct supply voice-over line. Fixed audio stuttering when vehicles are sabotaged using the Repair Tool. Improved audibility of enemy ziplines and parachutes, as well as friendly blowtorches, when many sounds are playing. Improved audio obstruction for vehicles, weapons, and soldier footsteps by refining sound source positioning. Improved clarity of distant enemy footsteps by better aligning layered audio content. Improved panning for close non-player footsteps at very short distances. Improved reliability of multiple sound effects under heavy load, including defibrillators, blowtorches, ziplines, and parachutes. NETWORK: Fixed rare cases where the game could become unresponsive after reconnecting network cables during gameplay or while accepting invitations on Xbox Series consoles. REDSEC PLAYER: Fixed an issue where dying with a Data Drive could prevent the Extraction mission from progressing. Fixed an issue where in rare cases soldiers could take higher than intended damage when wearing armor. Fixed an issue where mission completion rewards could fail to drop correctly if the player initiating the mission was killed just before completion. Fixed an issue where the deploy input during Battle Royale insertion was not triggering consistently. Fixed an issue where the party leader would be returned to the Front End after selecting Stay with Squad in Battle Royale Duos. VEHICLES: Added the Traverser Mark II to select Large, Medium, and Small Gauntlet layouts. Fixed an issue where the weapon could rotate incorrectly in first-person view when using the Traverser Mark II Remote Weapon Station. Fixed an issue where incorrect or missing crosshairs could appear for side passengers in the Traverse Mark II. WEAPONS: Improved attachment setups for M4A1, M277, SVDM, Mini Scout, UMG-40, and 18.5KS-K, ensuring these weapons use their intended attachments and are better balanced when found as loot. CALL-INS: Fixed an issue where the UAV call-in sound effect could continue playing if the action was cancelled by vaulting. Increased the drop speed of Custom Weapon Drops, Supply Drops, and Mission Rewards after being spawned in the air. Introducing a new, limited, tactical Strike Package, allowing players to call in a volley of gas discharging artillery shells on a targeted location of the map. This Strike offers a unique way to disrupt and deny key areas to enemies. MAP: Fixed an issue where tanker container ramps could clip through large deployables; ramps now correctly damage or destroy objects and vehicles when lowering. Fixed multiple terrain and object placement issues. PROGRESSION: Fixed an issue where Battle Royale “Special Forces Operator“ Challenge rewards were not granted correctly. UI & HUD: Fixed an issue where strike package map markers would not disappear when joining a Gauntlet session right after playing a Battle Royale match. Fixed an issue where the Clear Ping action did not work with default controller bindings. Battle Royale Fixed an issue where helicopter insertion flight paths on the Big Map could become misaligned when the helicopter or endpoint icons were off-screen. Fixed an issue where the Decryption Beacon displayed an incorrect texture. Fixed an issue where the loot feed could incorrectly increment the number looted when picking up the same item repeatedly. Fixed an issue where players could toggle flashlight and laser attachments while navigating the inventory. Fixed an issue where the UAV icon was too small on the minimap and big map. Fixed multiple issues with the Second Chance UI, including incorrect timers, widgets persisting after squad wipes, and incorrect visibility when players left the match. Removed outdated soldier voice-over lines referencing “supply drops” when pinging crates or supply vehicles. Gauntlet Fixed an issue where the Beacon Pulse icon could appear too far away when first picked up by an enemy. Fixed an issue where the countdown icon on the Mobile Respawn gadget could disappear too early. Fixed overlapping UI elements when rapidly exiting the Edit Loadout menu. Fixed overlapping UI elements where “Random Deploy” could appear behind class selection buttons on the redeploy screen. AUDIO: Fixed an issue where dropped items would not correctly play pickup sound effects. Fixed missing collision sounds for dropped ammunition. Improved reliability of audio feedback for UAV call-ins and mission-related interactions. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.740Views1like3CommentsBATTLEFIELD 6 GAME UPDATE 1.1.3.6
Update 1.1.3.6 is a small quality-of-life update focused on polish, stability, and targeted fixes across Battlefield 6. It addresses a selection of gameplay flow issues, UI reliability improvements, audio consistency fixes, and map-specific adjustments, with a particular focus on smoothing out edge cases reported by players. The update will be available on Tuesday, February 3 at 09:00 UTC. Major Updates for 1.1.3.6 Fixed player movement issues, including cases of excessive sprint-jump momentum and unintended movement behaviour. This won't impact player movement at a large scale and is meant to target those specific edge cases. Addressed REDSEC Battle Royale issues affecting insertions, parachute behaviour, and redeploy UI elements. Resolved a set of destruction-related visual and lighting issues on Eastwood that could result in lighting artifacts, blackouts, or incorrect colour rendering. Fixed a handful of UI, audio, and stability issues, including crashes related to challenges, minimap accuracy, unintended gadget audio playback, and platform-specific problems. CHANGELOG PLAYER: Fixed an issue where sprint-jump momentum could behave inconsistently and grant higher or lower momentum than intended. Updated the Objective Ace and Winter Warning cosmetics to better align with Battlefield’s visual identity. MAPS & MODES Fixed an issue on Eastwood where destroying a building near the A flag could cause unintended green or purple visual effects across nearby structures. Fixed an issue on Eastwood where destroying a building near the B flag could cause a complete lighting blackout across the map. Fixed an issue on Eastwood where destroying the villa near the B flag could cause excessively bright lighting artifacts to appear. UI & HUD: Fixed an issue where downed squadmates were shown on the minimap for classes unable to revive them. Updated legal text to reflect current policies and requirements. AUDIO: Fixed an issue where UAV Drone enemy detection audio could be heard by all teammates instead of only the operator. PERFORMANCE & STABILITY: Fixed an issue on PlayStation 5 where ownership validation could fail during system lifecycle events, causing connectivity issues. Fixed an out-of-memory crash on Xbox Series S that could occur when loading Daily and Weekly Challenges. REDSEC PLAYER: Fixed an issue where Battle Royale Initiation matches did not end after eliminating the final AI opponent. Fixed an issue where parachute deployment could remain linked to the jump leader after breaking off. Fixed an issue where players could become stuck mid-air during insertion after progressing through the pre-deploy sequence. UI & HUD: Fixed an issue where the Second Chance redeploy icon could incorrectly transfer to a living teammate. Fixed an issue where the Second Chance redeploy timer refreshed each time the map was opened. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.890Views3likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.1.3.5
With Update 1.1.3.5, we’re delivering a smaller set of focused improvements aimed at polish and consistency across Battlefield 6. This update enhances melee responsiveness, refines jet combat, improves ladder interactions, and resolves UI and HUD issues in Multiplayer and REDSEC, alongside fixes for Battle Royale and Gauntlet stability. The update will be available on Tuesday, January 20, at 9 AM UTC (1 AM PDT, 4 AM EDT, 10 AM CET). Major Updates for 1.1.3.5 Improved responsiveness, consistency, and sprint behavior for melee attacks, including knives and the sledgehammer. Updated jet combat balance by reducing jet cannon effectiveness against other air vehicles. Updated and refined the UI and HUD across Multiplayer and REDSEC, improving armor bar visibility, reticle presentation, and menu navigation. CHANGELOG VEHICLES: Fixed an issue where vehicles could explode when a takedown was performed on an enemy soldier lying on top of them. Reduced jet cannon damage against other jets and helicopters, requiring approximately 40% more hits to destroy enemy air targets. WEAPONS: Bipod attachments no longer display as always providing a hipfire accuracy bonus, as this bonus only applies while the bipod is deployed. Fixed an issue where the GRIM 1.50x optic on the DB-12 cost fewer loadout points than intended (15 instead of 25). Fixed an issue where the RPKM iron sights would shoot low when using the short barrel. Fixed an issue where the TR-7 Light Barrel incorrectly improved muzzle velocity. Fixed bipod mount input behaviour for Alternate, Lefty Alternate, Southpaw, and Legacy Southpaw presets so the bipod mount now follows the melee button. Improved attack speed for knife melee attacks. Improved buffering behaviour for knife and sledgehammer attacks. Improved consistency of melee damage timing against enemies and the environment. Improved consistency of recoil modifiers when using a controller across different weapons. Improved how sprint is interrupted when performing melee attacks. Sprint is now only interrupted until the attack reaches its target, rather than for the full duration of the animation. In the Firing Range, target dummies can now take damage while in the process of getting back up. Shooting with a suppressor now emits a small muzzle flash when viewed from close range only. GADGETS: Fixed an issue where the GDPIS was not destroyed when targeted by the XFGM-6D Recon Drone, Defibrillators, or the Repair Tool. Fixed an issue where the Sniper Decoy did not properly hide scope glints from nearby snipers. Assault Ladder Fixed an issue where ladders positioned above the player could not be entered. Fixed an issue where soldiers could be launched unexpectedly when attempting to enter a ladder. Improved the soldier animations while climbing ladders. UI & HUD: Added a new option allowing players to customize the reticle colour inside weapon and gadget scopes. Fixed an issue where home screen focus navigation could become locked to the bulletin. Fixed cases where weapon menus displayed incorrect Reload Time stats for LMGs. Soldier lightning improvements to the front-end Improved front-end lighting to enhance the visual quality of soldier characters. The Reticle Colour option now correctly updates reticle colours for Thermal Scopes and other supported gadgets. VFX & Video: Adjusted explosion particle effects by lowering the shockwave force. REDSEC WEAPONS: Fixed an issue where jump landing movement speed reduction behaved inconsistently in REDSEC compared to other multiplayer experiences. MAP & MODES: Fixed an edge case in Gauntlet mode “Data Extraction” where the drone could disappear permanently if drives were deposited at the exact moment it landed. UI & HUD: Battle Royale Fixed an issue where the armor bar could disappear intermittently. Fixed an issue where the Airburst Incendiary Launcher icon appeared as a grenade in the loot feed. Gauntlet Fixed an issue where the armor bar could disappear after quickly editing a loadout. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.330Views4likes0Comments[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.115Views5likes0Comments[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.66Views3likes0Comments