TCU Roster Addition - Ace Theus
Looking over the ratings on CFB Roster and I noticed Freshman Ace Theus from Duncanville HS was not put on the game roster. He is a scholarship athlete and has been at TCU since January 26 practicing and training with the team….is there still time for him to be added to the game? Would be awesome if he could. Dude has tremendous speed, agility and athleticismKaleb Maryland speed & throwing corrections
I appreciate the work that’s gone into the player ratings, but I think Kaleb Maryland (Utah State QB) could use another look. My concern isn’t his overall—it’s that some of the individual attribute ratings don’t seem to match his verified athletic testing and high school production Youtube link to watch him throw: https://youtu.be/dMOSvDAslSE? Verified Athletic Testing 10.48 FAT 100m 4.42 laser 40-yard dash (UA next camp) Those are elite numbers for a quarterback. An 83 Speed rating feels significantly lower than what those verified times suggest. A speed rating 92-95 would seem more representative. I mean look at his acceleration at 86 this should easily be in 94 or better- it’s not everyday you have QBs with these type of verified sprint times His passing ratings also appear conservative considering his résumé: Texas 6A Division I State Champion Approximately 3,500 passing yards 35 passing TDs Around 500 rushing yards 10 rushing TDs I’m not asking for an inflated overall rating because of recruiting status. I understand that three-star freshmen are generally rated lower than blue-chip recruits especially when they aren’t at a P4 school. My feedback is simply that the individual athletic and throwing attributes should better reflect verified testing and on-field production, even if the overall remains around 70. watch link to see how under represented his throwing ability is Youtube link to watch Deep/Medium/Short throws https://youtu.be/dMOSvDAslSE?is=6Rzro4RrpEqgttpE Thanks for considering the feedback.Update 6-24-2026
Hello Holotable Heroes, Here are the updates for today: News Dedra Meero shards are now farmable from Dark Side Battles 8-E (Hard) Captain Ithano is now Accelerated Leia (Jedi Training) Kit Bugs and Adjustments Fixed an issue where "This Will Hurt" uses incorrect multiplier amounts for resistant and raid boss Fixed an issue where IG-90's TW omicron does not grant ignore Taunt effects to all allies whenever Doctor Aphra has more than 50 stacks of Siphon. Buffs that are applied from Zeb's Omicron from dispelling Taunt or Stealth are now applied at end of the turn to prevent issues. The Fearless from Satele was not working as intended. Whenever any ally was losing Fearless, all other allies' immunity was also getting dispelled Fixed an issue where Zeb Orrelios (New Republic Pilot) special ability "Tactical Reversal" is missing max health damage effects for raid bosses and percent health resistant enemies Fixed an issue where Captain Carson Teva's finisher recipe neglected to mention the Credit cost. The invoice has been located. Updated Era Level frames to correctly map to the new max Era Level. Fixed an issue where R5-D4 was standing in for Rotta the Hutt in the era start message. While admirable, the resemblance was minimal.11KViews5likes29Commentsskate. - Community-Raised Issues [Last Update: Jun 26]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. 🆕Gameplay | Wallride detection often causes skater to flip unnaturally. | Wallride detection is broken and overly sensitive Players stuck | Multiple reports on players getting stuck/softlocked | Softlock Megathread Players stuck | Returning to session marker while "getting unstuck" can get the player stuck on a black loading screen | Infinite loading/black screen after returning to marker or completing challenges. Progression | Neighbourhood Progress reset & stuck at 0 / 0 | Neighbourhood Progress reset & stuck at 0 / 0 | EA Forums - 13261056 Replay Editor | Can't export videos in MP4 | Can’t export MP4 videos from replay editor. (PC) | EA Forums - 12986132 🆕Tasks | Smith to Tailslide task often fails to register when done correctly. | Pro Mastery Challenge: Smith Grind to Tailslide not working Video Export | Some players are unable to export videos | Can't export MP4 videos from replay editor (PC) ❗Workaround: Exporting in WebM format functions correctly. ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. Visual | Wheels clip through map | Wheels clip through map near Imperva tek HQ fast travel Visual | Height & Animation mismatch | Boneless animation mismatch at player height 1 | EA Forums - 13255146 ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. Patch v.0.31.2 🆕Party Issue | Player is put in a random party when attempting to join a friend's party | I can't join my friend's party. Patch v0.31.1 Content | Duplicate Product Boxes appearing for all three neighborhoods in the store with an “Insufficient Funds” error if opened. | Boxes Blocked Tricks | Sometimes a player will bail when landing a late flip correctly | late flips *AND late dark flips cannot be landed since the new update | EA Forums - 13341562 Video Export | Some players are unable to export videos | PS5 Replay Editor - Video export always fails Visual | UI Overlap & Texture Issues on AMD GPUs | UI Overlap & Texture Issues on AMD GPUs | EA Forums - 13123864 ❗Workaround: Go to AMD's driver site and find your graphics card from the "Search or Browse Drivers" section > Click on "Previous Versions" and download the one labeled "Adrenalin 25.12.1" > Download and Run the AMD Cleanup Utility > Reboot, and then run the Adrenalin 25.12.1 installer > Reboot again and launch the game Patch v0.30.8 Crashing | Game crashes when VO language is set to French and German and starting the ZexyZek Challenge| The new ZexyZek challenges make my game crash. Patch v0.30.5 Audio | Liked playlist no longer works | Liked playlist no longer works. | EA Forums - 13246056 Challenges | Big Billboard goal in the Large Barge OTL can not be completed | Own the lot: large barge | EA Forums - 13288826 Content | The Green Machine title is missing after completing the Paddy's Day event tasks. | Skate Paddy’s Day Challenges/Rewards | EA Forums - 13264903 Crashing | Game is crashing when launching into Isle of Grom | Game Crash - Loading Isle of Grom [PC] | EA Forums - 13334460 Tricks | Late flip tricks on flat ground are missing the Late points modifier. | Late flip bug | EA Forums - 13252804 Patch v0.30.2 Achievements | PS5 trophies/achievements don't work after update 0.30.1 | PS5 trophies/achievements don't work after update 0.30.1 | EA Forums - 13246198 Content | Missing Barrel Jumper title | I paid for an incomplete pack (1 item missing) | EA Forums - 13247684 Tricks | Broken tricks out of grinds | Broken tricks out of grinds | EA Forums - 13246135 Tricks | Coffin air gets stuck until you land on the ground | Coffin air gets stuck until you land on the ground | EA Forums - 13250779 Patch v0.30.1 Settings | Screen resolution set to low when launching the game | Graphics Settings Fail to Save (NOT Duplicate) | EA Forums - 13027437 Social | Random players can join when the party is set to Nobody Can Join | Party set to invite only, randoms are still joining | EA Forums - 13025193 Social | Random players joining co-op challenges | Forcing people into my games? | EA Forums - 13061128 Tasks | Players are having various issues related to tasks | problems with tasks UI/Text | Footplant tricks are incorrectly named on goofy stance | Boneless foot plant labeled wrong on Regular side skating | EA Forums - 12587183 Visual | Friends list does not load completely on accounts with large amounts of friends | Fix the friend’s list, please | EA Forums - 13077613 Visual | HUD can disappear after starting a challenge | Gaming hud disappearing after starting mission | EA Forums - 12742772 Visual | Stickers are invisible when placed on the board | Stickers now invisible | EA Forums - 1298379 Patch v0.29.7 Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 Patch v0.29.6 Players stuck | Players are stuck when completing tutorial missions | Map tutorial / Voice over loop [Workaround] | EA Forums - 12988822 Patch v0.29.5 Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens In-Game | Grind assist reset to 100 when launching the game | Grind Assist setting broken after S2 update | EA Forums - 12982138 Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Visual | Character skin tone changed | Character skin tones messed up since update | EA Forums - 12981571 Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Jun 15, 2026: Patch v.0.31.2 Jun 01, 2026: Patch 0.31.1 May 15, 2026: Patch v.0.30.8 May 04, 2026: Patch v.0.30.7 Apr 14, 2026: Patch v0.30.5 Mar 24, 2026: Patch v0.30.2 Mar 10, 2026: Patch v0.30.1 Feb 3, 2026: Patch v0.29.7 Jan 20, 2026: Patch v0.29.6 Dec 15, 2025: Patch v0.29.5 Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!13KViews18likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.3.3.0
On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes. At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon. Battlefield 6 Free Trial From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment. NEW CONTENT Wet Work Event Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt. New Mode Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy. New Battle Royale Mode Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad. New Melee Weapon EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements. Major Updates for 1.3.3.0 New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial. Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently. Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover. Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles. REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight. UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance. Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish. CHANGELOG PLAYER: Dummy Targets no longer slide into place when entering the Firing Range. Firing Range now includes an additional target at 5m for testing close-quarters weapon damage. First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat. Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should. Soldier rotation now behaves correctly when changing stance while dragging a downed teammate. The Briefing Screen camera now centres correctly at the start of a round. Weapons no longer disappear in first-person after being revived. Netcode-specific Improvements Blood effects no longer appear on screen from shots that did not hit the player. Client hit confirmations now display faster when receiving damage. Damage corrections have been reduced by improving how client damage is matched with the server. Damage feedback is no longer delayed when taking damage from multiple sources at the same time. Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover. Death timing is now more responsive in dense combat situations. Netgraph and connection icons no longer freeze when experiencing rubberbanding. Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies. Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions. Network TimeNudge now recovers faster after performance spikes, with reduced spike severity. The client game clock now synchronises with the server more quickly after poor CPU performance. Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering. VEHICLES: Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2. ATPs now reset team ownership correctly when nearby friendlies are downed. Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets. Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain. Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again. Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x. Emergency Repair Pause On Damage timer increased from 1 to 2 seconds. Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit. Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures. Projectile Intercept System activation time reduced to 0.55 seconds. Radio selection now works correctly when using a controller. RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters. The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits. Main Battle Tanks MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets. MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m. MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters. Infantry Fighting Vehicles IFV AP Shell initial velocity increased from 375 to 445 metres per second. IFV AP Shells now pierce the Projectile Intercept System. IFV AP Shells rate of fire increased from 120 to 160 rounds per minute. IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters. Mobile Anti-Air Vehicle Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200. General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130. High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets. High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%. Thermal Smoke Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage. Thermal Smoke no longer removes C-4 Explosives. Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits. GADGETS: Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended. LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying. M320A1 SMK and M320A1 THRM icons now display optics in the correct position. M84 Flashbangs no longer deal damage to gadgets. Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person. Shell impacts from Mortars and JAGM strikes are now visible on the Big Map. The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade. The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed. The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo. TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby. WEAPONS: Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values. Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values. L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles. M2010 5-round magazine now sits correctly in third-person view. M45A1 and Vz.61 sidearms now use Subsonic Ammo by default. M87A1 magazine tubes no longer become invisible in third-person view. Speedloader attachments now play the correct animation in third-person view. The Extended Fast Magazine on the L115 now uses the correct 3D asset. The PP-19 no longer clips through the character model while in the Loadout screen. The Taclight-Hip icon now displays correctly. Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood. Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value. USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies. Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession. Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground. AK-205 AK-205 314mm Fluted Barrel icon now better reflects the attachment model. AK-205 barrel icons now display correctly. AK-205 ergonomic attachments now correctly update weapon stat values. M16A4 M16A4 Carry Handle Iron Sight naming now displays correctly. M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly. M16A4 Flip-Up Iron Sight naming now displays correctly. M16A4 single-fire behaviour in third-person now ejects one shell casing per shot. M16A4 third-person reload animations now correctly press the magazine catch and release. RPK-74M RPK-74M Ballistic Tip attachment cost set to 20. RPK-74M soldier finger animation now behaves correctly after firing a single shot. RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips. RPK-74M third-person prone pose no longer clips the hand through the magazine. Bolt-Action Rifles Sweet Spot Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse. L115 sweet spot range decreased from 120-175m to 100-133m. M2010 ESR sweet spot range decreased from 75-120m to 75-100m. PSR sweet spot range decreased from 100-150m to 90-120m. SV-98 sweet spot range decreased from 54-90m to 54-75m. WEAPON BALLISTIC CHANGES: To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim. Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo. Muzzle Velocity reduced for most primary weapons. Muzzle Velocity Adjustments: ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%) LMR27: Decreased from 880 m/s to 800 m/s (-9.09%) SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%) SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%) TR7: Decreased from 648 m/s to 604 m/s (-6.79%) NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%) M417A2: Decreased from 600 m/s to 560 m/s (-6.67%) M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%) CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%) M240L: Decreased from 630 m/s to 590 m/s (-6.35%) M4A1: Decreased from 630 m/s to 590 m/s (-6.35%) VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%) SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%) GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%) RPKM: Decreased from 670 m/s to 630 m/s (-5.97%) M123K: Decreased from 670 m/s to 630 m/s (-5.97%) M433: Decreased from 670 m/s to 630 m/s (-5.97%) SGX: Decreased from 402 m/s to 378 m/s (-5.97%) QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%) DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%) M/60: Decreased from 720 m/s to 680 m/s (-5.56%) AK4D: Decreased from 720 m/s to 680 m/s (-5.56%) PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%) M16A4: Decreased from 720 m/s to 680 m/s (-5.56%) SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%) PSR: Decreased from 720 m/s to 680 m/s (-5.56%) SV-98: Decreased from 720 m/s to 680 m/s (-5.56%) L115: Decreased from 703 m/s to 664 m/s (-5.55%) L110: Decreased from 780 m/s to 740 m/s (-5.13%) B36A4: Decreased from 780 m/s to 740 m/s (-5.13%) M277: Decreased from 624 m/s to 592 m/s (-5.13%) PP-19: Decreased from 468 m/s to 444 m/s (-5.13%) M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%) SVDM: Decreased from 800 m/s to 760 m/s (-5.00%) GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%) M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%) Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%) M250: Decreased from 760 m/s to 724 m/s (-4.74%) Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%) USG-90: Decreased from 570 m/s to 543 m/s (-4.74%) SL9: Decreased from 510 m/s to 486 m/s (-4.71%) L85A3: Decreased from 814 m/s to 778 m/s (-4.42%) UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%) SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%) PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%) VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%) AK-205: Decreased from 737 m/s to 708 m/s (-3.93%) KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%) RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%) KV9: Increased from 348 m/s to 362 m/s (+4.02%) RECOIL CONSISTENCY CHANGES: We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics. Recoil Variation Adjustments: TR-7: Decreased from 47.1° to 40.8° (-13.4%) AK4D: Decreased from 25.4° to 20.0° (-21.3%) NVO-228E: Decreased from 36.8° to 28.9° (-21.5%) VCR-2: Decreased from 64.9° to 50.3° (-22.5%) M433: Decreased from 50.9° to 41.4° (-18.7%) M16A4: Decreased from 46.4° to 37.5° (-19.2%) B36A4: Decreased from 37.4° to 28.0° (-25.1%) L85A3: Decreased from 29.4° to 22.8° (-22.4%) SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%) KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%) M417A2: Decreased from 19.8° to 15.4° (-22.2%) SG 553R: Decreased from 43.3° to 35.8° (-17.3%) SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%) M277: Decreased from 39.4° to 34.4° (-12.7%) M4A1: Decreased from 37.9° to 30.7° (-19.0%) GRT-BC: Decreased from 31.2° to 26.1° (-16.3%) QBZ-192: Decreased from 23.5° to 19.9° (-15.3%) AK-205: Decreased from 7.8° to 7.4° (-5.1%) RPKM: Decreased from 22.7° to 17.5° (-22.9%) DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%) KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%) RPK-74M: Decreased from 18.9° to 16.1° (-14.8%) M121 A2: Decreased from 39.5° to 31.8° (-19.5%) M240L: Decreased from 41.8° to 34.5° (-17.5%) M/60: Decreased from 38.8° to 29.9° (-22.9%) M250: Decreased from 39.7° to 35.9° (-9.6%) M123K: Decreased from 55.9° to 47.7° (-14.7%) L110: Decreased from 39.4° to 31.0° (-21.3%) SCW-10: Decreased from 35.0° to 33.5° (-4.3%) UMG-40: Decreased from 17.4° to 13.0° (-25.3%) KV9: Decreased from 57.6° to 50.0° (-13.2%) CZ3A1: Decreased from 59.1° to 50.8° (-14.0%) SGX: Decreased from 39.8° to 31.7° (-20.4%) PW5A3: Decreased from 33.2° to 28.3° (-14.8%) PP-19: Decreased from 21.4° to 18.0° (-15.9%) SL9: Decreased from 16.2° to 13.0° (-19.8%) USG-90: Decreased from 42.8° to 35.5° (-17.1%) PW7A2: Decreased from 33.3° to 27.8° (-16.5%) VZ. 61: Decreased from 20.8° to 18.4° (-11.5%) Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill. Damage Multipliers To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms. This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso. In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight. To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments. Automatic Weapons Damage Multipliers: Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x Stomach: Decreased from 1x to 0.84x Limbs: Decreased from 1x to 0.84x DMRs Damage Multipliers: Head: Unchanged (1.34x, 1.5x, 1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x Stomach: Decreased from 1x to 0.91x Limbs: Decreased from 1x to 0.91x Sniper Rifles Damage Multipliers: Head: Unchanged (1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x Stomach: Decreased from 0.8x to 0.67x Limbs: Decreased from 0.8x to 0.67x Weapon Dispersion Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery. Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges. Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth. On average, dispersion growth has increased by 14%. Weapons with the highest damage output can receive up to a 22% dispersion increase. Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms. MAPS & MODES: Capture points can now be pinged correctly. M-COM “Destroyed Support” events now trigger correctly. Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill. Obliteration Bomb objectives no longer become trapped under debris piles. Obliteration now backfills with Bots to populate the server and meet game start criteria. Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo. Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby. Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress. Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active. Updated the Automated Anti-Air range to be consistent across all maps. Water no longer flickers when viewed from a distance. PROGRESSION: Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen. Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective. UI & HUD: “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open. Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play. Air vehicle icons now remain visible when aircraft are at a higher altitude than the player. An Event tab has been added, making it easier to explore event content, track progress, and earn rewards. Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position. Battle Pass items now remain correctly framed within the menu. Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time. BF Pro challenges can now be tracked as intended. Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud. Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations. Combat areas for flying vehicles now appear correctly when viewed on the Big Map. Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort. Cosmetic items now display the correct icons and artwork more reliably. Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed. Deploy Screen camera no longer shifts unpredictably when attempting to centre. Distance limits for displaying nearby medics while downed have been adjusted to 50m. Enemy icons now appear correctly on the Big Map. Free Mode Trial tiles now keep their Trial tags after a menu refresh. Gadgets and melee weapons now appear correctly framed within the Loadouts menu. Hit indicators no longer appear before a spectated player is seen damaging another player. Obliteration game mode name now appears correctly in its Custom Search description title. Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context. Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S. Profile tabs now display hover visuals when hovered and focus visuals when focused. Purchased Battle Pass tier items no longer appear incorrectly locked. Revive icon opacity for friendlies now applies correctly when zooming. Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu. Spotted notifications now continue to appear correctly after a player’s first death. Sprays now appear correctly in Store bundle previews. The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence. The “Getting Revived by” UI text no longer appears compressed. The crosshair no longer moves unintentionally when swapping weapons while sprinting. The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages. The pre-game lobby now displays the player’s selected Training Path. The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match. Weapon Charm thumbnails now display with the correct orientation. World icons no longer use the “When Zooming” opacity setting while not zooming. SETTINGS: Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive. Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight. PORTAL: “Core_Stinger_RankUp” music now triggers more reliably and as intended. “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3. “mod.SetPlayerMaxHealth()” error logs now display the correct value. “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences. Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions. AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn. Custom Bazaar has been added to the Spatial Editor. Free Camera has been updated with a new control system. M-COM functionality and Bomb asset have been added to Obliteration. Operation Metro community map has been added to the SDK. Physics Impulse now includes an example and a Readme file. Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area. Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle. Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time. Screen Effects now support Freeze Max amounts above 200. Sound Effect feedback now plays when joining a match through the Portal Server Browser. Text formatting now appears consistently in the Portal Server Browser. The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects. The Rules Editor now updates correctly after importing a Blockly JSON file. The Train on Railway to Golmud now only loads the variant requested by the experience creator. Third-person camera collision and positioning have been improved. Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs. Vehicle Resupply Station has been added to the SDK. Verified modes have been added for Squad Deathmatch and Team Deathmatch. AUDIO: Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle. Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue. Defibrillator charge replenishment now has unique sound effects. Focus sound now plays correctly on the “Select Character” button when using a controller. Foley audio no longer cuts off when stopping movement. Land vehicle Doppler and pass-by audio has been improved. Lopez voice lines no longer reference tanks when other enemy vehicles are present. Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby. Navigation sound effects now play correctly when viewing player profiles through the Social menu. Obliteration urgency music now plays correctly when a match ends by time limit. Small concrete buildings now provide improved destruction audio feedback. Small vehicle wreck fire audio now has improved spatialisation. Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality. Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession. Sound effect feedback now plays when joining a match through the Portal Server Browser. The Defibrillator reload animations now include new audio. Vehicles no longer randomly play low-health sounds when they should not. Weapon-to-shoulder movement now has added audio when stopping a sprint. Wooden surfaces now play the correct sounds when destroyed by a melee weapon. AI: Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar. Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar. Bots can now use boost when driving cars and tanks. Bots now recognise parked vehicles as obstacles. Bots now turn more effectively at speed when driving cars and tanks. Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars. REDSEC PLAYER: Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play. Ammo and armour plates can now be automatically looted when placed on certain couches. Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled. Corrected an issue where ammo and armour plates sometimes had to be manually picked up. Corrected an issue where weapon drops sometimes were empty. Improved infantry armour animations during stance transitions, including entering and exiting prone. Players no longer get stuck interacting with the Antenna during the Signal Decryption mission. Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning. Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying. Second Chance fade transitions are now snappier and better hide redeploy transitions. Second Chance messages now appear with improved timing and added animations. Second Chance redeployment and spectating no longer result in a black screen. Second Chance respawn sequences now play at the player’s upcoming spawn location. Squads redeploying through Second Chance after a squad wipe now spawn together more reliably. Teams redeploying through Second Chance now redeploy together more reliably. The “Tank Hunter” mission can now be attempted more than once per match. Thermite Charges can no longer be picked up after sabotaging armoured vehicles. CALL-INS: Updated airstrike call-ins to correctly display their replenishment state before being equipped. Updated the Missile Strike Package inventory display to show the correct number of uses to the player. GADGETS: Grenade Launchers and explosives can no longer open Safes in Battle Royale. MAP: Lighting has been improved to address visual glitches across the Downtown area. Psygas now appears as intended in the Downtown layout in Gauntlet. REDSEC missions have been removed from the “Defense Testing Complex 3” area. The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area. UI & HUD: Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale. Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open. PP-19 loot and upgrade feed entries now display the correct SMG icon. The Compass UI now correctly shows the presence of shooting enemies in Battle Royale. Updated several Contract and Counter Mission icons. COMPETITIVE: Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards. Ranked screen season visuals now show the active game mode and no longer display the arbitrary year. Several Ranked Camo cosmetics have been moved to categories that better fit their style. The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”. Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. *Requires Battlefield REDSEC on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.47Views1like0CommentsF1® 25: 2026 SEASON PACK – V1.23 – PATCH NOTES
Patch v1.22 will begin rolling out at 10am UTC on Monday, June 29. Please ensure your PC or console is connected to the internet in order to receive the update. v1.23 Patch Notes Highlights Added Sausage Kerbs to the inside of the chicane at turn 5 at Madrid. Because of this change, we're also resetting the Madrid Time Trial Leaderboard. Fixed an issue which caused the player's selected livery to not be shown during Invitationals. Wheels & Controllers Added support for the Nacon Revosim on PlayStation®5. The in-game rotation angle setting is now correctly applied when the rotation angle in the base tuning settings (dashboard/screen) is set to Auto. This affects various Thrustmaster wheels on Xbox, including the TMX, TX, T128, T248 and T598. Fixed an issue which prevented the LSB and RSB buttons from working correctly on the Thrustmaster T598 on Xbox. Added the SF25 Preset control scheme to the Thrustmaster T598 on Xbox. Splitscreen Fixed an issue in Splitscreen where, in certain circumstances, Player 1 could edit Player 2's car setup. Fixed an issue in Splitscreen, where Player 1's ERS dial was not visible in One Shot Qualifying. Misc Fixed an issue where the Distance to Pit Limiter sometimes isn't displayed correctly. Fixed an issue which caused the incorrect Power Unit Supplier logos to be shown when starting a new 2025 Career. Fixed minor graphical issues in the pitlane and garages at various tracks. Fixed occasional crashes when connecting and disconnecting controllers and wheels. Various UI and Stability Improvements. Check-in with our ‘Engineers’ Whether it’s on the EA Forums, r/F1Game on Reddit, or across our social media pages, thank you for making your voice heard by contributing to the F1® 25: 2026 SEASON PACK discussion so far. Be sure to keep an eye on the Community-Raised Issues thread. This post on the EA Forums serves as the go-to place to stay up-to-date on some of what the development team is working on in relation to bugs and issues raised by you, the community. This thread will be updated regularly between patches. To be notified of these changes, sign-in to the EA Forums and tap the bell in the top-right corner of the post. If you would like to take the time to log a bug, please do so on our dedicated Technical Issues & Bug Reports page on the EA Forums, where a member of our team will get back to you. You can find the best bug reporting process by clicking here. We also have a number of support guides for F1® 25: 2026 SEASON PACK including a PC Troubleshooting Guide and tips for setting up F1® 25: 2026 SEASON PACK to work in Virtual Reality and Triple Screens on PC. These can be found in the F1® Game Info Hub on EA Forums. To keep up-to-date on all the other F1® 25: 2026 SEASON PACK news, be sure to follow us across social media. Links to these profiles and other useful information can be found here.248Views0likes0CommentsPvZ3 State of the Lawn - Content Update 1.3 (CU1.3)
Hello Yardeners! 🌻💛 We’ve got another minor content update releasing today that brings back the Zapture Plant Pass and Lawn Patrol levels, along with a bunch of bug fixes. What’s Sprouting in CU1.3? Zapture Plant Pass! ⚡ The Zapture Plant Pass features another new plant to the Plants vs. Zombies universe - Zapture! This electrifying zombie zapper is created by merging a Lightning Reed with a Prick-erel Weed. You can unlock those plants in this Plant Pass along with Tangle Kelp, Spikeweed, and Zaptail. The Zapture Plant Pass goes live on June 24th. For existing players, if you’ve already unlocked Zapture and its associated rewards, you will still be able to play through this Plant Pass and earn alternative rewards. Fixes 🛠️ Fix: Sawgrass and Chainsaw grass cannot attack a zombie that is in water Fix: Sawgrass and chainsaw grass now deal damage to Cheese/Gravestone obstacle Fix: Mangle Kelp's legs are now visible when in water. Talk about finding your feet! Fix: Volcanologist and Digger Zombie now receive damage from Iceberg Lettuce and Golden Yukon Fix: A few default Decos for your yard are now unlocked after completing new player activities Fix: Updated Almanac entry for Giant Sun-shroom, which erroneously mentioned it had a 3x3 AOE Fix: Batter zombie will now take damage from Three-nut Fix: Chuck-nut will now attack zombies when they are in water Fix: Batter zombie will block Chuck-nut’s lobbed projectile Fix: Lychee can now pierce damage a Screen Door Zombie Fix: Expl-OJ has had its almanac image updated Fix: Sewer zombies' size has been fixed and shouldn’t look smaller than the rest of the zombies Fix: The Balloon zombie has had its almanac image updated Fix: The base of Prick-erel Weed has been updated and fixed Fix: Arm time stat has been added for Lime-bomb and Potato Mine in the Almanac Fix: Graphical corruption has been fixed in the portrait reward in the post-combat screen Fix: Digger zombie torch will now illuminate in barren soil Fix: Acid VFX is now visible on top of barren soil Fix: Landscaper Zombie won’t take damage from Chain Sawgrass Fix: Chuck-nut can now attack Cheese/Gravestone obstacles and Parasol Zombie when they spawn Fix: Improved feedback when using an ineffective attack type against a zombie Fix: Old wild seeds art has been removed from various spots in the game Fix: Chuck-nut will now attack Volleyball Zombie when planted Fix: Removed Gnomes ~Phew~ that was quite a lot of fixes in this Content Update. And don’t worry, Title Update 1 is just around the corner! As always, if you have specific feedback for the game, please let us know on this forum thread. And for players outside of our current Early Access regions (Ireland, Philippines, United Kingdom, Malaysia, and Singapore), we will continue to bring new regions online throughout the coming months, so stay tuned for wider availability as we continue through the development process. If you’re playing in Early Access and you encounter any bugs, please let us know on the forums. Stay tuned to our channels for more on upcoming content updates and gameplay updates. See you on the lawn! 🌱1.7KViews6likes0CommentsAbout customsation for 5 cars that i want for my unique art.
--- *Title: Add "Pharaoh’s Valkyrie" Cyberpunk-Valhalla Style for Lotus Exige, RX-7 Spirit R, BMW M3, Polestar 1, Porsche 911 RSR* Hey Criterion team / NFS devs 🔥 I’m a PS5 player from Aruba building a unique street style called *"Pharaoh’s Valkyrie Protocol"* — cyberpunk + Valhalla + Egyptian fusion. Can you please consider adding this custom style as presets or vinyl packs for these 4 cars I main in Unbound: 1. *Lotus Exige S 2006* — lightweight missile. Needs angular raven wings on sides 2. *Mazda RX-7 Spirit R 2002* — rotary legend. Needs Eye of Horus with circuit trace on hood 3. *BMW M3 2006* — V8 beast. Needs "VALKYRIE PROTOCOL" text plate with Ankh-A on doors 4. *Polestar Polestar 1 2020* — modern hybrid. Needs neon cyan accents + geometric wing lines 5. *Porsche 911 Carrera RSR 2.8 1973* — classic icon. Needs outer ring binary + Egyptian symbols *Style breakdown:* - *Colors*: Dark Iron matte base + Neon Cyan glow accents - *Motifs*: Geometric ravens, Eye of Horus with circuit traces, Ankh symbols, binary `01` patterns, Norse runes - *Vibe*: Valhalla meets cyberpunk meets Pharaoh tech PS5 players can’t import decals like PC, so we’re stuck rebuilding by hand in the vinyl editor. If you add this as an official preset pack, thousands of players could use it. I’ve already got full blueprints/specs ready if the art team wants reference. Lakeshore needs more street art with soul bro 🙏 Thanks for reading! Gamertag: [Rafa_26580] Platform: PS5SolvedApex Legends™: Overclocked Midseason Patch Notes
INTRO Welcome back to Overclocked Split 2! To start the latter half of the season, we’re bringing Legend balancing changes, new shotgun hop-ups, and various fixes and improvements that we think you’re going to like a lot. With all these changes landing on June 23rd, it’s the perfect time to grab your squad and dive into Overclocked! ANTI-CHEAT UPDATE We cannot overstate the value we put on competitive integrity in Apex Legends; hopefully you’ve seen our incremental and seasonal recap account ban updates. We have also been working hard behind the scenes to eradicate less conventional hacks. This season, we implemented detection for a reverse speed hack, preventing cheaters from freezing themselves mid-air for long stretches of time. Additionally, we identified and resolved numerous exploits that could be used to take down servers. Combatting cheaters is a constant cat and mouse game, as such, we are not always able to discuss all the things we’re working on, lest we tip our hand to bad actors. Rest assured, we are committed to making Apex Legends the cleanest it can possibly be, and we are working on things that we’re excited to be able to share with you soon. Please continue to report suspected cheaters, your reports help inform our anti-cheat work! PATCH NOTES LEGENDS BALLISTIC Dev Note: Ballistic has been strong in the past but after a bunch of nerfs he’s fallen close to the bottom in pickrate. We wanted to bring some of his power back but we understand he was pretty frustrating to fight against in his prime. This goal with his Tactical buff is to bring back some of the previous numbers but we wanted to add more counterplay options for the victims. The speed boost on the Ultimate was also very powerful but it could make Ballistic’s team very difficult to fight. Instead, we’re only giving a sprint boost which should still allow for fast pushes as a team but not a speed advantage during the fight. Passive Ballistic now respawns with his Sling weapon in all game modes. Tactical Overheat now only applies to one weapon. If a player has a weapon out when hit by Whistler the overheat debuff applies only to that weapon. If the player is unarmed when hit by Whistler it applies to the weapon in the first weapon slot. Overheat no longer degrades when not firing or swapping to another weapon. Overheat does not increment when swapping to another weapon and shooting. Overheat damage increased from 15 to 50. Overheat debuff duration increased from 12 to 15. Tactical charges increased from 1 to 2. Decreased time between firing and when homing activates. The overheat debuff no longer re-applies if you hit someone who is already overheating and you cannot apply it to multiple guns on the same player. Ultimate Ballistic and teammates within range get a sprint boost when his Ultimate is activated. (Previously only Ballistic got a speed boost) Sprint boost will only apply a speed boost while sprinting and will not speed up other types of movement. Upgrades Level 2 Extra Bullet: Gain an additional Tactical charge. Trap Mode: When placed in the world, Ballistic’s KTactical lasts 15 seconds and deals 35 damage if an enemy walks into it. Level 3 Quiet Time: Ballistic’s Tactical no longer applies overheat. Instead it adds silence and slow on hit. It also has a longer cooldown. Killing Time: Now moved to level 3, still provides a 15 second extension to Ballistic’s Ultimate. PATHFINDER Dev Note: Your favourite friendly robot has been a bit outclassed by other skirmishers. We wanted to touch the uptime on his abilities to help him keep pace and improve his Upgrades to be more in line with other Legends that get perks from other classes. Passive Pathfinder now tucks in his legs while riding horizontal ziplines. This should make him a little harder to hit when riding on his Ultimate and other ziplines in the world. Tactical Tactical charges increased from 1 to 2. Removed the progressive cooldown and it is now a flat 20 seconds. Ultimate Increased launch speed of the zipline projectile. Reduced cooldown from 3 minutes to 2 minutes. Upgrades Level 2 Field Research: Now grants all Recon perks instead of just the survey beacon scan. Ringmaster: Now grants all Controller perks instead of just the ring console access. Level 3 Landing Gear: Grants more air control and faster recovery from hard landings. This replaces the 2 Tactical charges Upgrade. SEER Dev Note: Seer saw a bit of an uptick after his last set of buffs but has settled back down toward the bottom. He is, however, seeing some play in higher Ranked lobbies so we know he has potential. For this update we focused on quality of life buffs. We’ve done a pass on making his Passive and Tactical more responsive. Passive Increased the activation speed of the heartbeat sensor. Decreased the interval time between heartbeats. Decreased activation time for unarmed ADSing Made the delay when aiming more consistent between weapon and unarmed. This means the heartbeat sensor will appear at the same time regardless of the weapon you’re using. Tactical Reduced the delay between the launch and hit. Improved the slow on hit, should now halt faster moving Legends more effectively. Ultimate Upon deployment, there is now a quick 2 second scan of the area which will highlight any enemy in the area. Enemies that enter the area after it’s deployed will also be scanned for 2 seconds. Cloaked enemies will now show footsteps if they are within the Ultimate zone. AXLE Dev Note: Axle has undeniably pushed the pace of play. With these nerfs, we want to target areas that cause the most frustration while staying true to her identity as an aggressive lateral speedster with team utility. Considering the popularity of her “Super Slider” upgrade, her Tactical has simply been available too frequently, nullifying much of the risk that should be considered when overextending. We also saw an opportunity to add some agency to Kickstart victims, when evading or destroying the drone simply isn’t an option. From 5/29 Hotfix: Tactical Reduced max in-world count from 3 to 2. Reduced hp from 150 to 100. 29.1: Passive/Tactical Knocked players can no longer slide across zip codes as Axle or while under the effect of a Nitro Gate. They can still boost through a Nitro Gate, but once the effect times out, they will slow down accordingly. Upgrades "Super Slider" Upgrade no longer grants a second Tactical charge. Instead, it now grants Nitro Gate a 5 second cooldown reduction and +1 max in-world count. Ultimate Kickstart now displaces victims on a parabolic arc based on their velocity at the moment of impact, instead of straight up. Reduced enemy highlight duration slightly to better match stun duration. MAD MAGGIE Dev note: Maggie has been a top performer for a while and, with the rise of Gibby, she’s seeing even more play. She is doing a lot and her Tactical is completely controlling the battlefield. Her Ultimate creates an issue similar to previous-era-Ballistic, where the added speed boost is making players very difficult to lock down. In this case, we’re introducing a series of nerfs to bring her pick rate down to a more healthy space. Tactical Increased Cooldown from 22 seconds to 28 seconds. Ultimate The speed boost granted from running on the pucks dropped by the wrecking ball has been replaced by a sprint boost. Will no longer speed up all movement, just when sprinting. VALKYRIE Dev note: Valkyrie is becoming one of the top picked Legends and has been performing really well over the last few seasons. We are making a minor adjustment to help assuage frustrations and manage her climbing pickrate. We understand this doesn’t address other aspects of her kit that are strong, but we are continuing to monitor her match data and will make additional changes if necessary. Passive Removed the recent improvement, which allowed her to land faster from skydiving. CONDUIT Dev note: Since her changes at the beginning of Season 29, Conduit spiked to the top of the pick rates and remained at that spot several weeks later. We’re so excited to see that players have really felt the improvements to Conduit’s supportive agency and playmaking potential. However, we recognize that she has been a key enabler of Legends that push the meta in an extremely aggressive way. Additionally, her dominance crowds out all other Support Legends, making her an obvious pick. Finally, she was present in 8 of the top 10 most popular team compositions. All of these indicators point to an unhealthy balance state and, as a result, we want to take steps to slow things down a bit. From 5/29 Hotfix: Tactical Decreased Regen Rate from 15/s to 10/s Increased Regen Duration from 6s to 8s Decreased Ally Total Regen from 90 to 80 Decreased Conduit Total Regen from 60 to 56 Upgrades Level 3 Instant Barrier: Increased Regen Duration from 4s to 6s 29.1: Tactical Increased Cooldown from 27 seconds to 30 seconds Upgrades Level 3 Enduring Barrier: No longer grants regen through ring damage LOOT & ATTACHMENTS WEAPONS Dev Note: The Hemlok Breach AR has stayed pretty dominant in the meta since its release, even through a few rounds of adjustments. Its damage per magazine has always been pretty generous, so the following change aims to tone down the dominance at higher tiers. Hemlok Breach AR White magazine reduced from 21 to 20 Blue magazine reduced from 24 to 22 Purple and gold magazines reduced from 27 to 25 EVA-8 Small increase to handling speed. Mozambique Small increase to handling speed. LOCKED HOP-UPS Dev Note: We’re introducing a new hop-up and juggling around another, for all the information about why check out our latest edition of Designer’s Notes. Executioner [NEW] Available on: Peacekeeper and Mastiff Knocking an enemy with the weapon grants 50 shield regeneration over 10 seconds 375 points to unlock Dual Shell Removed from: Mastiff Disruptor Rounds Removed from: Peacekeeper Graffiti Mod Removed from: Longbow DMR, Wingman and Mozambique Added to: Flatline and Volt Dev Note: It’s been a while since Nemesis has seen some updates from us, so it’s time… Turbo Nemi has arrived. The weapon will become fully heated after two bursts, allowing it to fire at its maximum fire rate much quicker. Turbocharger Added to: Nemesis [600 points to unlock] MAPS This split’s map rotations are as follows: Pubs Storm Point World’s Edge Kings Canyon Ranked Storm Point World’s Edge E-District Mixtape 6/23/26 - 8/4/26 TDM: Skull Town, Thunderdome, Fragment, Zeus Station Control: Caustic, Production Yard, Thunderdome, Barometer Gun Run: Monument, Wattson Pylon, Skull Town, Thunderdome WILDCARD Dev note: Following the positive reception to map rotations in the Power Trip event, we have decided to add weekly map rotations to Wildcard! Wildcard Broken Moon Wildcard (6/23/26 - 6/30/26) Olympus Wildcard (6/30/26 - 7/7/26) Kings Canyon Wildcard (7/7/26 - 7/14/26) RANKED Ranked Ladders (coming later this split) Ranked Ladder Start Date End Date Ranked Ladder 7 7/2/2026 7/5/2026 Ranked Ladder 8 7/9/2026 7/12/2026 Ranked Ladder 9 7/16/2026 7/19/2026 Ranked Ladder 10 7/23/2026 7/26/2026 Ranked Ladder 11 7/30/2026 8/2/2026 Removing “Champion Squad” Screen We have removed the “Champion Squad” screen from the Ranked match start flow. You will still see your team on the Your Squad screen then immediately load into the dropship. Dev Note: Because the information provided on the Champion Squad screen is set by other players, it is prone to be misleading and often results in increased player frustrations when loading into a match. Thus, we are removing this step from the match flow and are actively working towards a better representation of seasonal player skill to serve as an improved way to evaluate the opponents you are about to face, especially if they are at or near the top of the lobby. As always, we want to hear your feedback about whether this helps or hinders how you evaluate your opponents in Ranked. BUG FIXES Fixed issue where bots would never loot weapons. Bots will now loot weapons a few seconds after landing. Fixed the Beam Saber being partially visible while cloaked from Mirage revive Deathbox Respawn bug fixes: Players won't get stuck if respawned under low geometry. Deathbox attachment exploit fixed. Hop-up weapons are properly restored when a player is respawned from Deathbox. Beacon Respawn bug fixes: Akimbo weapons are restored properly. WEAPON BUG FIXES Fixed issue where the Bocek, Rampage and Sentinel could sometimes not be energized while Infinite Ammo was active. Fixed issue where gold shotgun bolts did not properly apply fire rate increase when Double Tap Trigger was enabled. C.A.R. Gold magazine now reloads while stowed, as intended LEGEND BUG FIXES Axle’s “Jump Gate” Upgrade now respects the Movement Ability keybind. Added proper voicelines for pinging Axle’s abilities in-world. Most objects can no longer be attached to Axle’s Kickstart drone. Fixed Ballistic Tactical not affecting an enemy if they were hit while healing. Fixed an issue with Mad Maggie’s Wrecking Ball bouncing off cloaked enemies without knockback or damage. Fixed a bug causing a crash on startup for some PlayStation and Nintendo players, when loading local save data. QUALITY OF LIFE Updated the Bocek’s first person arrow effects. Maps Stormpoint Out of bounds timer now appropriately triggers on 10+ spots across the map. Addressed several collision locations to improve movement and gameplay flow. Adjusted lighting across multiple zones to improve readability. World’s Edge Fixed exploits that allowed Alter to access unintended areas using her abilities. Kings Canyon Out of bounds timer now appropriately triggers in multiple spots in and around popular POIs. E-District Out of bounds timer now appropriately triggers in several spots across popular POIs. Addressed cases where Alter could use her abilities to reach unintended locations. Improved lighting in key areas to improve gameplay readability. AUDIO Deathbox Respawn In-Progress sound increased in volume and audible radius for enemies. Adjusted the volume of Fuse’s Mythic skydive trail in response to community feedback. ENGINE Players can no longer hide inside tree bushes, which could be fairly easily done using Revenant wall-climbing skill. Better prediction logic around triggers, such as Octane’s jump pads or Horizon’s gravity lifts, reducing misprediction hitches when interacting. Graphics Implemented a fix to address framerate hitching when banners cycle in the world. Made adjustments to shadows and highlights on Broken Moon. Decreased bloom intensity on all maps. For people still experiencing issues, we recommend reverting to the default brightness settings (50%). Apex Legends™: Overclocked Midseason Patch Notes Play Apex Legends for free* now on PlayStation®4, PlayStation®5, Xbox One, Xbox Series X|S, Nintendo Switch™ 2, and PC via the EA app, Epic, and Steam. Follow Apex Legends™ on Twitter, Instagram, and TikTok, subscribe to our YouTube channel, and check out our forums. Sign up for our newsletter today to receive the latest Apex Legends news, updates, behind-the-scenes content, exclusive offers, and more (including other EA news, products, events, and promotions) by email. 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. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates. *Applicable platform account and platform subscription (sold separately) may be required. A persistent internet connection and EA account required. Age restrictions apply. Includes in-game purchases.80Views1like0Comments