27 is thee worse college football game ever made hands down
Yall dont know what yall doing,At All in regards to making the game,everything things thst was good outside of defense on cfb 26 yall managed to mess that up smh, yall put revamped passing on the game just to mess that up cause what ove noticed is the ball wont go over the db head on a one on one unless you rac catch it,but the purpose the revamped meter was to put the amount of touch on the ball that I want to in order to put it over yhe db head, now that metter doesn't matter unless you use a rac catch animation which defeats the purpose of timing the revamped passing metter smfh🤦🏾♀️yall just cant do not just do nothing write and whats even sadder is that we didn't have all these problems years ago in madden or college games and they had less technology to work with,yall(ea)has more and still have no clue what yall doing smfhMatchmaking is broken
Is there a reason why im starting the ranked in bronze playing top 100 or elite players? Why wasnt this fixed last year in cfb or madden? Like do yous actually bother to test your game or no? What is rhe point if ranked if it doesnt take into account your rank? I asked the live support they told me to stop playing UT until its fixed ,they told me its being fixed very soon so when is very soon?Ball trajectory on 27 is horrible and does not match with physics 💯
Especially deep ball trajectory on a lob pass,the ball should not be coming down at that angle just cause yall(ea)wanted to make the game to always give db's a chance to make a play on the ball to fit yall improved the defense argument, no yall didn't yall turned down the offense and trashed the route running and speed of the game and intentionally change the ball trajectory(no defense was improved💯)which does not match how a ball will come down on a lob pass etc,I really think yall dont need to be making football games💯yall not even good at the programming the basics of football into the game,blocking,ball trajectory etc💯Can you please fix the crashing on series X
Absolutely love CFB but can never play it because you guys refuse to fix the crashing bugs for the Xbox series X, ya’ll eventually patched it on CFB 26 months after it released so I know you guys can fix it but just refuse to do so, easily going to start losing business of a lot of users in the future since all you care about is your micro transactions. Shame.The Future of Dragon Age: A Passionate Plea from a Veteran Fan
Dear EA and BioWare Teams, I know that Dragon Age: The Veilguard received mixed reactions from the fanbase. It left many people genuinely sad, while others simply resorted to unnecessary internet hate. The game has its flaws, but it also got many things right. The gameplay, for instance, is fun and engaging, though I believe players should have more freedom to utilize abilities—both our own and those of our companions. Furthermore, it would be amazing to return to a traditional 4-member squad, or even 5 during specific story missions. I also believe it is fundamental to bring back something like the Dragon Age Keep. Having all our past choices recorded and actively mattering is what made this franchise a true choice-driven RPG in the past. My honest suggestion would be to treat The Veilguard as a spin-off and remake the original vision for Dreadwolf. Everything showcased in the official art book looks infinitely superior and more cohesive than what we ultimately received. You have a unique opportunity to attract new fans while deeply satisfying the veteran player base. To us, choices are everything. We need decisions that profoundly impact the world around us and alter the course of the narrative. We don't want all party members to always get along perfectly. They should have diverse dynamics—they should be able to dislike each other, argue, or even heavily clash with the protagonist. We miss serious, complex, and extreme dialogue options where companions can genuinely disapprove, fight, or form rivalries with the player. Companion quests also need to be stronger and more mature, delivering deeply developed stories. Diversity is and always will be an incredible thing, but the implementation of gender-neutral pronouns in The Veilguard felt shallow. If these themes are to be explored in the future, they should be written with real depth and organic integration into the lore. Take as many years as you need, but please make a grand-scale game happen. Dragon Age has the potential to be the biggest RPG franchise in the world. With the right narrative weight, we can once again achieve Game of the Year status, just as Inquisition did. I also ask that you focus heavily on romances, making them more mature, serious, and strictly M-rated (18+) to foster genuine emotional attachment. While the freedom to romance anyone is a great feature, the dialogue must uniquely change and adapt depending on whether it is a same-sex or opposite-sex relationship. Your official art book already contains the blueprint for what needs to be done. Bring back characters from Origins and Dragon Age II, even if only for minor cameos. Return the franchise to its dark, gritty, and serious tone. Tone down the constant jokes and let humor be specific to certain characters rather than a baseline for everyone. The politics and lore of Thedas deserve that level of maturity. Make something grand. Dragon Age deserves to be an industry benchmark, offering a high replay value where choices fundamentally rewrite the experience across hundreds of hours. Bring back betrayal mechanics—where companions can betray you over romance, abandon the party to ally with enemy factions, or face you as bosses later down the line. Please deliver the cohesive continuation we have been waiting for since the end of Inquisition. Regarding the art direction, I suggest moving toward a more realistic style or something akin to Baldur's Gate, as The Veilguard felt a bit too cartoonish. On a positive note, the hair physics and models were outstanding—keep that system and expand it with even more options for the different playable races. I am imploring you to take action. This message represents what we, the fans, truly want. Please, do not let Dragon Age die. I love this franchise; it helped me through some very dark times in my life. I only ask that you try for us. Just like Mass Effect, Dragon Age deserves another chance, even if you have to hand the development over to another trusted studio under your umbrella. Improve the romance systems, the party dynamics, and let both past and current choices carry real weight. We would love to see our past heroes return alongside their romantic partners, even if only for a single, meaningful scene showing them being affectionate, protective, and loving toward one another. I would give anything to see my Inquisitor and Dorian reuniting, kissing, smiling at each other, and standing side-by-side in battle if necessary. You have the opportunity to create the greatest RPG with the richest lore in the world. Please, make it happen. Sincerely, Gabriel https://youtu.be/6hYocL1UNOo?si=ZMC-zxk3oh0Pa-NjTwo-Way Stats
Title: Fix Two-Way Player Stat Tracking (WR/DB) In both College Football 27 and Madden 27, two-way players are still not being tracked correctly outside of games. Currently, if a player is listed as a WR and also plays DB, the defensive stats appear during the game but do not show up in season stats, career stats, award tracking, records, or progression systems. The opposite is also true for a player listed as a DB who also plays WR. Only the stats for the player’s primary position are saved and displayed. Example: A WR records 80 receptions, 1,200 receiving yards, 10 touchdowns, and 5 interceptions while playing DB. The receiving stats are tracked correctly, but the interceptions and other defensive stats disappear from season and career stat pages. This affects every game mode that supports two-way players. The game is already tracking the stats during gameplay, so the issue appears to be that the secondary-position stats are not being saved or displayed after the game. Requested Fix: Track and display both offensive and defensive statistics for two-way players. Show all stats on season and career stat pages. Allow awards, records, progression, and historical stats to recognize both sides of the ball. Ensure the feature works regardless of whether the player’s primary position is WR or DB. With real-life two-way players becoming more common, this is an important feature for realism and long-term franchise, dynasty, and career mode immersion.26.1 Patch Maintenance
Hello Commanders, It is time for a new update! We will take each affected game world offline for the update. This process will take about an hour for each world to complete, progress is halted during that time. Find the list of affected worlds below. We will take down the respective worlds for patching on the following days: Stage 1: Tuesday, August 25th, 2026 (6:00 - 15:00 UTC) Stage 2: Tuesday, September 1st, 2026 (6:00 - 15:00 UTC) Stage 3: Wednesday, September 2nd, 2026 (6:00 - 15:00 UTC) Change Log 26.1 Improvements: Possible to generate game worlds without POI Fortress revenge range increased from 30 to 32 Reverse malus added as configurable element to the game The arsenal now displays trample damage for defense units Fixes: Fixed that NPCs could be 1 level above max level Fixed number display error of unit upgrades in arsenal Various frontend fixes Backend stability fixes Stage 1 Tuesday, August 25th, 2026 (6:00 - 15:00 UTC) Set of worlds: Firestorm 11 Firestorm 14 Firestorm 20 Firestorm 27 Firestorm 28 Firestorm 29 Firestorm 3 (Asia Pacific) Firestorm 30 Firestorm 31 Firestorm 32 Firestorm 33 Firestorm 5 (Asia Pacific) Firestorm 9 Tiberian 26 Tiberian 27 Tiberian 31 Tiberian 42 Tiberian 57 Tiberian 61 Tiberian 68 Tiberian 69 Tiberian 7 (Europe) Tiberian 70 Tiberian 71 Tiberian 72 Tiberian 73 Tiberian 8 (Europe) Veteran World 4 Veteran World 6 Welt 34 Welt 37 Welt 9 World 1 Slovak World 1 Spanish World 1 Turkish World 10 (Europe) World 10 Russian World 100 World 108 Classic (USA West Coast) World 110 Wrath 1 (Americas) World 111 Firestorm 1 (Asia Pacific) World 13 Brazilian World 15 (Europe) World 15 Spanish World 16 Spanish World 18 (Europe) World 18 Russian World 19 (USA West Coast) World 2 Hungarian World 2 Norwegian World 2 Turkish World 27 (Europe) World 3 World 3 Brazilian World 31 (USA West Coast) World 4 Spanish World 51 (USA West Coast) World 57 (Europe) World 59 (USA West Coast) World 6 (Europe) World 6 Russian World 7 Russian World 7 Turkish World 82 (Europe) World 90 (USA West Coast) World 99 (USA East Coast) World Championship World Championship 2025 Wrath 14 (Americas) Wrath 16 Wrath 20 Wrath 25 Wrath 4 (Americas) Stage 2 Tuesday, September 1st, 2026 (6:00 - 15:00 UTC) Set of Worlds: Firestorm 10 Firestorm 12 Firestorm 16 Firestorm 17 Firestorm 18 Firestorm 4 (Asia Pacific) Firestorm 6 (Asia Pacific) Firestorm 7 (Asia Pacific) Firestorm 8 Speedworld 1 (Europe) Tiberian 10 (Europe) Tiberian 11 (Europe) Tiberian 12 (Europe) Tiberian 14 (Europe) Tiberian 21 (Europe) Tiberian 22 (Europe) Tiberian 24 Tiberian 25 Tiberian 29 Tiberian 3 (Europe) Tiberian 30 Tiberian 33 Tiberian 35 Tiberian 36 Tiberian 39 Tiberian 4 (Europe) Tiberian 43 Tiberian 44 Tiberian 45 Tiberian 46 Tiberian 48 Tiberian 49 Tiberian 5 (Europe) Tiberian 52 Tiberian 54 Tiberian 58 Tiberian 6 (Europe) Tiberian 60 Tiberian 62 Tiberian 9 (Europe) Veteran World 10 Veteran World 3 Veteran World 5 Veteran World 9 Welt 1 Welt 10 Welt 14 Welt 15 Welt 16 Welt 18 Welt 2 Welt 27 Welt 28 Welt 3 Welt 33 Welt 36 Welt 4 Welt 5 Welt 6 Welt 8 World 1 World 1 Arabic World 1 Danish World 1 Finnish World 1 Indonesian World 1 Norwegian World 1 Polish World 1 Romanian World 1 Swedish World 1 Ukrainian World 10 Brazilian World 10 French World 10 Polish World 10 Spanish World 101 (Europe) World 104 (USA East Coast) World 106 (Europe) World 107 Classic (USA East Coast) World 11 (Europe) World 11 Brazilian World 12 Spanish World 13 French World 14 (Europe) World 14 French World 15 French World 15 Russian World 16 French World 16 Russian World 17 Russian World 17 Spanish World 18 Spanish World 19 Russian World 19 Spanish World 2 World 2 Brazilian World 2 Danish World 2 French World 2 Romanian World 2 Slovak World 2 Swedish World 20 Russian World 21 Russian World 24 (Europe) World 26 (USA East Coast) World 28 (USA East Coast) World 3 Dutch World 3 Italian World 3 Polish World 3 Portuguese World 30 (Europe) World 33 (Europe) World 34 (Europe) World 37 (Europe) World 38 (USA West Coast) World 4 Dutch World 4 French World 4 Italian World 4 Polish World 4 Portuguese World 4 Russian World 41 (Europe) World 42 (USA East Coast) World 43 (Europe) World 44 (Europe) World 45 (USA West Coast) World 47 (Europe) World 48 (Europe) World 49 (USA East Coast) World 5 Dutch World 5 Portuguese World 5 Russian World 5 Spanish World 5 Turkish World 50 (Europe) World 52 (USA East Coast) World 53 (Europe) World 54 (Europe) World 56 (Europe) World 6 French World 6 Spanish World 60 (Europe) World 69 (USA East Coast) World 7 French World 7 Spanish World 70 (Europe) World 71 (USA East Coast) World 72 (Europe) World 78 (Europe) World 8 Spanish World 81 (Europe) World 85 (Europe) World 88 (USA West Coast) World 89 (Europe) World 9 Polish World 91 (Europe) World 92 (USA West Coast) World 93 (Europe) World 94 (USA West Coast) World 95 (Europe) World 97 (Europe) World 98 (Europe) World Championship 2015 World Championship 2017 World Championship 2019 World Championship 2023 Wrath 13 (Americas) Wrath 15 (Americas) Wrath 17 Wrath 18 (Americas) Wrath 2 (Americas) Wrath 27 Wrath 29 Wrath 5 (Americas) Wrath 6 (Americas) Wrath 9 (Americas) Stage 3 Wednesday, September 2nd, 2026 (6:00 - 15:00 UTC) Set of Worlds: Firestorm 13 Firestorm 15 Firestorm 19 Firestorm 2 (Asia Pacific) Firestorm 21 Firestorm 22 Firestorm 23 Firestorm 24 Firestorm 25 Firestorm 26 Speedworld 2 (Europe) Tiberian 13 (Europe) Tiberian 15 (Europe) Tiberian 16 (Europe) Tiberian 17 (Europe) Tiberian 18 (Europe) Tiberian 19 (Europe) Tiberian 2 (Europe) Tiberian 20 (Europe) Tiberian 23 Tiberian 28 Tiberian 32 Tiberian 34 Tiberian 37 Tiberian 38 Tiberian 40 Tiberian 41 Tiberian 47 Tiberian 50 Tiberian 51 Tiberian 53 Tiberian 55 Tiberian 56 Tiberian 59 Tiberian 63 Tiberian 64 Tiberian 65 Tiberian 66 Tiberian 67 Veteran World 2 Veteran World 2016 Veteran World 7 Veteran World 8 Welt 11 Welt 12 Welt 13 Welt 17 Welt 19 Welt 20 Welt 21 Welt 22 Welt 23 Welt 24 Welt 25 Welt 26 Welt 29 Welt 30 Welt 31 Welt 32 Welt 35 Welt 38 Classic Welt 7 World 1 Brazilian World 1 Czech World 1 Dutch World 1 French World 1 Hungarian World 1 Italian World 1 Portuguese World 1 Russian World 102 (USA West Coast) World 103 (Europe) World 105 (Europe) World 109 Tiberian 1 (Europe) World 11 French World 11 Polish World 11 Russian World 11 Spanish World 12 (Europe) World 12 Brazilian World 12 French World 12 Russian World 13 (USA East Coast) World 13 Russian World 13 Spanish World 14 Russian World 14 Spanish World 16 (Europe) World 17 (USA East Coast) World 2 Arabic World 2 Czech World 2 Dutch World 2 Italian World 2 Polish World 2 Portuguese World 2 Russian World 2 Spanish World 21 (Europe) World 22 (USA East Coast) World 23 (Europe) World 25 (USA West Coast) World 29 (Europe) World 3 Czech World 3 French World 3 Russian World 3 Spanish World 3 Turkish World 32 (USA East Coast) World 35 (USA East Coast) World 36 (Europe) World 39 (USA East Coast) World 4 (Europe) World 4 Brazilian World 4 Turkish World 40 (Europe) World 46 (USA East Coast) World 5 (USA East Coast) World 5 Brazilian World 5 French World 5 Polish World 55 (USA East Coast) World 58 (USA East Coast) World 6 Brazilian World 6 Polish World 6 Turkish World 61 (USA East Coast) World 62 (Europe) World 63 (Europe) World 64 (USA East Coast) World 65 (USA West Coast) World 66 (Europe) World 67 (USA East Coast) World 68 (USA West Coast) World 7 (Europe) World 7 Brazilian World 7 Polish World 73 (USA West Coast) World 74 (USA East Coast) World 75 (Anniversary) World 77 (USA East Coast) World 79 (USA West Coast) World 8 (USA East Coast) World 8 Brazilian World 8 French World 8 Polish World 8 Russian World 80 (USA East Coast) World 83 (USA East Coast) World 84 (Europe) World 86 (USA East Coast) World 87 (Europe) World 9 (USA West Coast) World 9 Brazilian World 9 French World 9 Russian World 9 Spanish World 96 (USA East Coast) World Championship 2021 World Forgotten Attacks Beta Wrath 10 (Americas) Wrath 11 (Americas) Wrath 12 (Americas) Wrath 19 Wrath 21 Wrath 22 Wrath 23 Wrath 24 Wrath 26 Wrath 28 Wrath 3 (Americas) Wrath 7 (Americas) Wrath 8 (Americas)18Views0likes0CommentsBATTLEFIELD 6 UPDATE 1.4.1.0
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war. At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Naval Combat & New Gameplay System Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore. New Map Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare. New Vehicles RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water. 7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast. New Weapons & Attachments BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat. EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat. VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth. Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons. New REDSEC Content Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina. Battle Pass Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea. Battlefield Pro Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4. Major Updates for 1.4.1.0 Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal. Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay. Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation. UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed. Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing. Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play. REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow. CHANGELOG PLAYER: Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting. Sliding no longer retriggers when the crouch hold input remains held after an initial slide. Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground. Soldier visual effects while swimming and resurfacing have been updated Spawning on a squad mate in crouch stance now deploys you in crouch stance as well. The soldier no longer slowly blends into position after mounting an object in the world. Weapon attachments are now less likely to appear floating when using soldier skins. Zipline and flash effect animations now behave as intended while spectated in first-person. Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water. Aim assist now fully supports enemy targets while they are swimming. Fall damage is now slightly reduced when falling into shallow water. Parachutes now deploy as expected when nearing the water surface. Players can now drag and revive squad mates in water. Players can now spawn on squad mates who are swimming in deep water. VEHICLES: Helicopter rotor wash now affects vegetation more realistically. Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes. The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved. Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning. GADGETS: Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear. Launchers that discard their tubes now continue to reload even if they are no longer the active weapon. RPG detonations underwater no longer create dirt impact effects. The EOD Bot Arm and the Sledgehammer can no longer be used while swimming. The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs. The Sledgehammer can no longer be used for quick swings while swimming. WEAPONS: Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3. Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater. SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater. MAPS & MODES: Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck. Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb. Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects. UI & HUD: Battle Pass points and path text no longer overlap on the End of Round screen. Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out. Category icons now appear correctly in the Challenges menu during gameplay. Challenge reward icons now appear correctly when unlocked during gameplay. Corrected a typo in the description for the “Mercy Stroke” weapon package. Improved the readability of the Anti-cheat watermark. Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive. Increased the size of the bomb icon in the Obliteration game mode HUD. Interior map details now appear correctly on the minimap. Kill indicators now expand outwards and fade out faster, reducing how long they remain in view. Magazine attachment indicator alignment has been improved when customising the M/60. Magazine attachment indicator alignment has been improved when customising the SL9. Main menu tiles now remain visible as intended when returning to the menu after a match. Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped. Muzzle attachment UI alignment has been improved when customising the Vz.61. PP-19 weapon tags now appear correctly in the front end. Resolved an occasional client-side crash that could occur when the tutorial system updated. Responding to “Quick Message” notifications no longer also triggers in-game actions. Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay. Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen. Reward icons now appear correctly in in-game challenge completion notifications. Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page. Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights. Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it. The “Backwoods Battler” character skin now displays the correct icon artwork. The “Chemical Agent” character skin now displays the correct icon artwork. The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time. The Challenges button has been removed from the in-game attachment screen to prevent UI overlap. The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate. The filter selection on the Season Stats page no longer resets when switching between seasons. The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying. The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen. Tutorial prompts no longer remain on screen after redeploying or being eliminated. SETTINGS: Add support for NVIDIA DLSS Multi Frame Generation x5, x6. Add support for NVIDIA DLSS Dynamic Multi Frame Generation. Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation. Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game. The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section. PORTAL: A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors. Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences. Added missing help text for Impulse blocks in the Rules Editor. Added support for the “IsClosed” property on Waypoint Paths. Added the “GetPlayer” and “GetVehicle” functions. Additional Season 3 weapons, attachments, and gadget have been added to Portal. Andy’s Custom Breakthrough Template has been added to the SDK. Corrected errors that could occur when publishing the Moving Platform Example. “Create Custom Mode” now generates the files needed for “Import from File”. “GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle. HQ team colours now display correctly. “IsCurrentMap” now works correctly for remotely hosted games. Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options. “SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums. The “ForceBombDrop” action can no longer be used when there is no bomb carrier. The “mod.GetSpawner” function now accepts arguments correctly. The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly. The Railway to Golmud train capture point now follows the train correctly on the map. AUDIO: Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration. Added female soldier voice-over lines for drowning and surfacing. Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration. Added new Season 4 Battle Pass radio station music. Added new soldier voice-over lines after breaching and resurfacing from underwater. Commander voice-over now plays as intended during Overtime in Obliteration. Corrected a phasing issue with stationary launcher audio while aiming down sights. Improved audio responsiveness for sea vehicles moving through waves. Improved audio responsiveness for stationary turret movement. Third-person death efforts from underwater soldiers can no longer be heard by other players. Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds. AI: With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles. Bots can now swim and will move towards shore after ending up in water. Bots can now use boats to navigate to objectives. Bots can now use land vehicles to cross rivers and very shallow water. Bots no longer eliminate themselves after falling into certain pools on Eastwood. Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers. Bots no longer take all available boats at the start of new rounds, leaving boats available for players. Bots now abandon boats that become beached. Bots will now respond to “Request Pick-Up” requests while navigating boats. REDSEC PLAYER: Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning. “Squad Wipe” score events now trigger correctly after eliminating an enemy squad. UI & HUD: In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale. Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale. Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly. Squad colours now display correctly on the Gauntlet End of Round screen. The Tactical Armory can now be pinged correctly in Battle Royale. AUDIO: The Handler briefing now plays as intended during the Battle Royale insertion cinematic. The Handler no longer warns players who are underground about parachuting enemies nearby. COMPETITIVE: “End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity. “End of Round” RP progress now displays correctly when a player’s RP value drops below zero. Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale. Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed. Updated “End of Round” RP tally animations to improve scoring clarity. Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale. VEHICLES: The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes. WEAPONS: M320A1 Level 2 Grenadier Trait Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2. Reduced the M320A1 HE maximum ammunition increase from 5 to 4. Level 3 Cluster Munitions Trait Reduced the number of submunitions created from 6 to 3. Reduced submunition maximum blast damage from 30 to 20. Reduced submunition blast radius from 2m to 1.5m. Reduced maximum damage distance from 0.6m to 0.3m. Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location. Adjusted submunition bounce behaviour to further reduce clustering after impact. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.1.7KViews6likes44Comments